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AD&D - Lankhmar - Campaign Setting Box Set (2e)

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Published by Capn_Ragnar, 2022-11-13 01:29:00

AD&D - Lankhmar - Campaign Setting Box Set (2e)

AD&D - Lankhmar - Campaign Setting Box Set (2e)

Keywords: Dungeons& Dragons,DnD,AD&D,TTRPG,Lankhmar

discover the correct option as on. They must resort to clever- humor, irony, surprises that
the result of participation in ness and trickery to succeed . prompt players' creativity, and
some action scene . Their tools are flight, distrac- horrors that test their charac-
tions, incapacitating, devices or ters' backbone.
The above example of the weapons or tools, the environ-
note illustrates how the heroes ment, and discovering vulnera- For example, the heroes man-
were pointed straight to the ten- bilities to exploit . age to rescue the young woman,
ement . only to discover that she is a
As you plan the outcomes of former sweetheart and rival
Drama and danger: Action the problems you devise, start thief from one character's
adventures are filled with risks by deciding the approaches that youth. She is also truly of noble
and drama . Here is a partial list definitely won't solve the prob- blood, and wants to share her
of activities that may figure in lem; then think of a couple of good fortune with the hero for
your adventures : fights, chases, solutions that might work. Then having abandoned him all those
hunts, moving through dangers, use common sense and reward years ago. However, as they are
wild stunts, dealing with traps, player ingenuity by letting them fleeing the estate-much of
deciphering puzzles, hazards, succeed with any reasonable which is now engulfed in flames
obstacles, mysteries (with misdi- solution they develop . due to the "small fire" that was
rection and betrayal), surprises, started as a diversion having
discoveries, and horror or fear. For example, the DM knows a spread to turn the grounds into
young woman has been a raging inferno-a dagger sud-
For example, the heroes chase abducted because she is the denly streaks from the smoke,
the thug who is abducting the true heir to one of Lankhmar's striking the woman . She falls,
young woman. They chase him noble families. The third cousin affected by the poison that
through winding alleys, and sud- who currently controls the for- coats it. The evil noble appears,
denly find themselves ambushed tune is holding her captive at his sneering that he has never
by a rear-guard. The majority of country estate outside the city, known defeat. He unleashes a
the heroes are forced to fight, and he has hired dozens of spell that causes part of the fire
but a single one of them man- assassins from the Slayer's Guild to coalese into flaming warriors .
ages to continue the pursuit . He to guard the compound. The The heroes are now trapped
catches up with the abductor heroes can't possibly hope to between the noble's magically
only to see the woman get defeat the opposition, but they created minions, his powerful
shoved into a carriage that know they have to rescue the sorcery, and the knowledge that
hastily departs. The thug climbs girl before the villain arrives at the poison is killing the woman.
up a ladder to a rooftop . Not the estate, or she will be slain. The white wizard in the party
able to catch the carriage, the Plans ranging from sneaking into knows how to stop the poison,
hero scales the side of the build- the estate, lighting fire to some but to try to do so will expose
ing as well, and the chase con- of the outbuildings as a distrac- him to attack. . . .
tinues across the rain-slicked tion (or possibly a combination
roofs, high above the streets of of the two) might work. Grand heroics : To heighten
m, ar Lankhmar. the drama, demand grand hero-
Romance and spectacle : Use ics from the player characters
Roguish heroes solve prob- the elements of a good movie to wherever possible. For
lems with trickery : Often make your action adventures instance, they're on a rooftop
interesting . Weave these ele- when they see, on the street far
the heroes are too weak to ments into the nonplayer char- below, thugs carrying away the
overcome the obstacle, acters and events : romance, Overlord's daughter in a coach.
hazard, or bad guys high-pitched melodramatic con- If the heroes use the stairs,
by just attack- flicts, nefarious nemeses,
ing them
head

1 8 9 The Role of the Dungeon Master

they'll be hopelessly far behind Outlining Your Plot When the characters agree, they
the kidnappers. What a good are led into an ambush by rogues
action hero does is simplicity Published adventures are gener- from the Thieves' Guild, angry
itself : jump off the building, ally very detailed about locations, that the party committed some
with or without a safety rope . characters, and events. Your own act of thievery without first join-
outlines do not have to be so ing their underground society.
Reward heroism, even foolish meticulous . Of course, the more
heroism . Put convenient detail you can add to a setting, the Under a heading labeled "The
awnings or lampposts where more real it will seem to your play- Silver Eel" you might want to jot
falling heroes can grab them . ers, but don't worry about writing down a few notes. Your first
Establish clotheslines strung up every person, place, or thing entry should be a quick sum-
between two buildings that a the players might encounter in the mary of the action. What's going
hero can grab, then use to course of your story. to happen here? What does the
swing down on the escaping stranger lock like? How will he
coach. Bring in whatever it After you've read or played the react if threatened?
takes to build the players' confi- adventures contained in this set,
dence that you'll let their char- you should attempt to write your Your next heading should be
acters perform in the grand own adventure . To do so, simply "Alley," where the ambush will
style . write down a few notes on the ele- take place. The action here is
ments outlined above (introduc- that the player characters will be
Heroes rarely die: Through a tion, objective, plot twist, and led into a dark cul-de-sac, then
series of DM manipulations, resolution) . Now you can look at cornered by five rogues from the
though the heroes seem in con- your ideas and write a two or Thieves' Guild, including the one
stant jeopardy, they rarely actu- three paragraph plot synopsis that summoned the party from
ally die. However, they may be that explains what's going on, the Silver Eel. Because combat is
embarrassed, stunned, who's involved, and how the char- inevitable, write down the game
restrained, knocked out, kid- acters are most likely going to go statistics of the rogues . What
napped, crippled or blinded, about solving the predicament . kind of armor do they wear?
hypnotized, manipulated, lost, What kind of weapons do they
captured, trapped, beaten up, Fleshing Out Your carry? Is one of the thugs a
drugged, framed, left to die in a Outline leader with a few more levels
diabolical trap, and so forth . than the rest? Are they interested
Just don't kill them . This can't You should now have a pretty in talking to the heroes or do
be stressed enough, not only good idea of what people, places, they just want to kill them?
because it's true to the action- events, and things will be involved
adventure genre, but because in your adventure . The next step And so on. Obviously this is a
role-playing games are primarily is putting these ideas into a format very short and limited adven-
about characters. The players' that you can quickly and easily ture idea-actually an encounter
characters are the main focal refer to during play. The most within the context of a larger
point of the saga, and as such common way of organizing your story-but if you examine the
they are too valuable to allowed adventures is by location. adventure book, you'll see that
to be killed. Without the charac- the published adventure fol-
ters, the story is over. Let's say your adventure is lows much the same format .
going to start at the Silver Eel Just remember that the
The next chapter offers addi- Tavern. The characters will be only "correct" way to
tonal suggestions and a variety taking their evening meal when a write or outline an
of rules that will help you keep stranger approaches and asks adventure is
the tension high, yet not kill the them to follow him outside . your way.
player character heroes.

The Role of the Dungeon Master e 1 9

ungeon cal artifact from an evil wizard lead up to his chambers . While
the player characters are wait-
Master Tips in a high tower, you might ing for the wizard, you might
assume the heroes will scale
the tower at night and slip in describe the rest of the building
through the mage's window. But to them . Try to imagine it now.
Now you're armed with a good Are there macabre paintings on
story. But there is more to being what will you do if the players
a successful Dungeon Master come up with an elaborate the wall? Cobwebs in the cor-
ners? Couches? Chairs? Other
than simply having an intriguing deception where their charac- servants? Guards?
plot . To really breathe life into ters con their way into the
tower? The answer is straight-
your game, it's time to learn a forward, though not necessarily Creative Combats
few tricks on improvisation,
making combat more interest- easy : When things don't go as
you expect, improvise. Anyone can pick a monster
ing, and integrating the game
mechanics into your story. When confronted with the out of this book and throw it
against the heroes. A truly inter-
challenge of entering the wiz-
ard's tower, for example, the esting encounter does far more
Improvising characters' scheme might start than this . Good DMs set up a

Role-playing games share with a knock at the sorcerer's conflict in the same way that
movies and books do-with ten-
many elements with fantasy fic- front door. Who's going to sion, mystery, and drama. The
tion: heroes, villains, a dire plot, answer? Perhaps the mage has
and-usually-some sort of res- an assistant-an "Igor" type following tips help you develop

olution. But though a story is whom you hurriedly name an encounter beyond game sta-
tistics . After all, there's no rea-
scripted ahead of time, an inter- "Piotr." The deformed man
active adventure is not. In an warns the group that his master son a deadly, nerve-wracking,
does not accept visitors . Your heart-stopping encounter can't
interactive adventure, two dif-
ferent groups of player charac- heroes respond that they are be enjoyable.
Choreographed fights : Stage
ters may reach the climax of the members of the city rat-patrol,
story in completely different and that there is a verminous fights and action scenes with
escalating drama, near misses
ways . No matter how much lair somewhere beneath the and random destruction all
tower. Igor isn't too bright, so
you've prepared beforehand, he nods and lets the characters around the heroes . This creates
you will have to ad-lib nearly
the whole play session. into the sitting room. "Wait the sense that danger is all
about. Use NPCs who die in a
The most likely way of solv- here," he grunts as he-you
think rapidly-shuffles off up a fight right behind or beside a
ing a particular problem in an hero who dodged the attack,
adventure isn't necessarily the long, circular staircase to
path your players will take. One inform his master of the unin- while the hero is wounded,
stunned, pinned down, and so
of the greatest challenges of ref- vited guests . forth. Threats are implied dan-
ereeing a role-playing game is Though it's not easy, that's
really all there is to it. When gers, but you can manipulate
_ _,improvising adapting you have to improvise, imagine events to keep heroes alive-
p1tals theossttorty
the situation and try your best yet humble.
~x- , gresses . Players like to experience
For instance, if part of to fill out the details . In the
an adventure calls scene above we just figured out action-packed adventure and
for the group to that the wizard has an assistant, have their characters face dan-
steal a that his tower has a sitting ger, but they don't like to think
that the outcome is rigged in
magi- room, and that circular stairs

20 " The Role of the Dungeon Master

ORIOMN,

their favor. They want to win, slightly, as if something has tery and drama to an encounter.
but through their own skill, not Mystery: The heroes should
because you fudged a die roll so stirred beneath the dark
that the bad guy's attacks never be quite sure just what
missed them. You must create a boughs . The heroes are wary kind of creature or villain
convincing illusion of danger- and evade the copse, moving they're facing. Before an
convincing to the players, not down around a snowy embank- encounter, you can hide the
just to their characters . It's an ment. A few minutes later, an identity of the foe just like we
illusion that is tricky to main- adventurer in the rear feels as if did with the wolf pack in the
tain at times . The next chapter he is being watched . He turns previous discussion . The
contains rules and further tips but there is nothing there, save heroes really had no idea what
for a slight vapor (the wolves' kind of creature might be stalk-
to assist you. breath) that fades so fast he ing them until the moment of
Tension : Even a combat with isn't even sure it was real. The
group walks on, suddenly find- conflict .
relatively mundane creatures- ing themselves in a deep snow If the threat is less common
say, wolves-can be exciting drift up to their knees. A wolf
and memorable for your heroes howls in the distance, and its than wolves, you can also dis-
if you add a little suspense . calls are quickly answered . guise the identity of a creature
Imagine that the characters are even after the heroes have
trekking across the Cold Wastes Here the DM has taken a very encountered it. If a pack of
when they see a stand of pines common creature of the north thieves stumble into a roomful
off in the distance . Suddenly, and turned it into a cunning and of undead, for instance, don't
the branches shake ever so dangerous threat . Read on to tell them they're being attacked
by "2 Hit Die Zombies ." Instead,
see how we can also add mys-

The Role of the Dungeon Master

tell them that "scores of horri- Drama: An element of drama These are the kinds of com-
ble humanoids, their flesh rot- other than the conflict itself bats your players will talk about
ting off their bones and their can make a situation even more for weeks to come . The high
bloody teeth gnashing in the breathtaking . We've already drama of a life-threatening situ-
dim light, are grasping at your said the heroes were trying to ation, mixed with tough deci-
clothes. One of them digs its avoid the encounter by slipping sion-making, are elements of the
filthy nails into your arm!" around a rocky snow bank, and greatest fiction-even interac-
they now know the drift is waist tive fiction, such as this game.
Never allow your players to deep. Add an attack penalty to
think of your monsters and vil- everyone within the drift . A -2 Game Mechanics
lains as a collection of statistics modifier to Attack Rolls seems
and numbers. They shouldn't appropriate. That's pretty Probably one of the most
think of Hisvet as a 6th-level good-the heroes will no doubt daunting tasks a new Dungeon
warrior/black wizard, but as a try to climb out of the drift and Master faces is learning the
fearsome opponent who uses find solid footing to fight the game rules . If you are brand
her sword and black sorcery wolves-but we can do even new to this type of game, then
with equal skill . better. start by concentrating more on
the plot and the characters
Description: Once combat Imagine that the snow drift than the rules. Simply tell your
has begun, there's no reason acocvhearrsacatdeererpolclsavae".1W"hoennehviser friends that you'll learn the
why everyone has to stand attack die, you use that as an rules together as you play. Mis-
about like robots, swinging excuse to spring your "trap ." takes will be made, but you and
their swords methodically until Take the player aside and whis- your friends can correct them
someone runs out of hit points . per that her character has as the adventure unfolds. In
Instead, describe the actions of fallen through the snow into a other words, don't worry about
the villains as a storyteller deep cave . There's something the rules at first and play for
might. In our wolf pack growling in this dark place, but fun. The rules are only there to
example, talk about the wolves she has no light and cannot help you tell the story and add
leaping from the snow bank, make out what it is yet. The a bit of random suspense .
their teeth gnashing, blood and only thing she's sure of is that
steam rising from their hungry it's coming closer! Then go The next chapter gives the
throats. That's much more back to the rest of the group basic rules you need to handle
exciting than saying "the wolf and tell them they see their NPC reactions, combat, and
rolls a 5. It misses." If you set a comrade suddenly "pulled" rewarding PCs for their experi-
good example, your players beneath the snow, as if some ences . Read this section care-
might do the same . If they creature of great strength fully, but again, don't be
don't, try adding a little yanked her down into the very intimidated if you can't remem-
description for them . "You earth itself . It's not true, but it's ber it all . Everything will
lunge at the wolf with your what heroes fighting for their become crystal clear after
rapier and catch it in the shoul very lives against hungry you've played once or twice.
wolves might imagine . Will they
der. Dark blood oozes out turn their back on their own
onto its white coat . The foes to search for their com-
wound isn't deep, but the panion? Or will they battle on,
animal shrinks back in leaving their friend to fend for
pain ." herself?

22 9 The Role of the Dungeon Master

7'17e Dungron .Waster has marry responsibilities. You are a leader a stvryteller an actor, and

a creator offantasticpeople, places, and evcrnts. You must undcr:dmul the rules, hncnv where to

look up the onesyou don't knmv, acid-pm-rhahs most nnportautly---hrenv When to igmrc thc7rr.
,Yost ofthe .skill.,you develop as a Dungeon .Vaster ivr71 tonnefrUrn achlal et7jer7c7rce. Your
firstfew play seS:sion.S knight be a little confused, butyou'llget the hang- ofit sooner than you
think. Yorr'llprobably wor7y most about the rides atfirst, but onceyou andyour player have
figured out the basics; you'll conccwhate more onfastpaced action, .simpe7zse, and character
devel01711101t.

This chapter shows how to Terrain Type Mvmt Cost better than any random die roll.
run the game and handle the Clear or farmland 1/2 The best times to use this table
rules for character interaction, Desert, rocky 2 are those when the heroes
combat, and awarding experi- Desert, sand 3 approach secondary characters
ence points . Read through the Forest, heavy 4 that you create "on the fly."
chapter carefully, but don't try Forest, medium 3
to memorize everything . Just Forest, light 2 To use the table, simply roll
refer back to this section during Hills, rolling 2 2d10 and add the character's
play whenever you need to . Hills, steep 4 Charisma modifiers. (Use the
Jungle 8 Charisma of the party leader or
verland Marsh 8 the most vocal party member
Movement Mountains 8 when rolling a reaction to the
Tundra 3 entire group.) Then add 2 to the
A character's Move rating deter- result if the party is behaving in
mines the number of yards he r> eactions a friendly fashion to the non-
can move in one combat round player character, or subtract 2
(a unit of time explained in the to 5 if the party acts hostile.
Rulebook and later in this chap-
ter) . Move rates also determine For the most part, nonplayer Roll Reaction
how many miles the adventurer characters interact with player Hostile/Flight
can travel in a single day. characters the way real people do 3 Threatening
in the real world. You will usually 4-5
Think of a character's Move know if an NPC you've created is Cautious
rating as a number of points . meant to be friendly or hostile to 6-8 Indifferent
The table below shows the num- the heroes, but sometimes you 9-12
ber of "movement points" spent may want a game mechanic to 13-15 Sociable
per mile of travel through that help you decide . This simple sys- 16-19 Friendly
terrain type . Blizzards, storms, tem allows players to use their 20+ Faithful
mud, or intense heat doubles an characters' Charisma score to
area's movement cost . Note that influence nonplayer characters Flight : The character is afraid
a character riding a horse or and perhaps even persuade them of or caught off guard by the
some other animal uses the to lend aid or information. heroes and wants to escape. If
mount's Move rate. Use this table rarely. The envi- caught, he is uncooperative
ronment, the personality of the unless threatened .
NPC, and the actions of the
adventurers themselves can Hostile: The character
decide the tone of an encounter does not like the
heroes and lets
them know
it. If

Rules for the Dungeon Master " 23

the heroes are hostile as well, book. When you understand the Knowing the differences

the encounter may come to basics of combat, return here to between the two makes your job

blows. learn how you, as DM, use crea- > as DM easier and smoother.

Threatening: The character tures and villains to create Characters: Nonplayer charac-

doesn't like the heroes and tries excitement for the heroes . ters are treated just like player

to get the upper hand . If the per- Combat and Game characters . They have classes,
son is obviously outclassed, he levels, ability scores, and all the

is uncooperative. Mechanics other statistics used by PCs . Non-
Cautious : The character does- player character statistics pre-

n't trust the heroes, or perhaps is The LANKHMAR game rules sented in this abbreviated form :

afraid to help for other reasons. aren't complicated, but they

Indifferent: The character isn't may seem so at first. If this is the Barbarian ice shaman: White

particularly interested in or case, take one of the pregener- wizard ; level 5; Alignment NG;

impressed by the heroes. He or ated characters from the AC 8 (hides); MV 12 ; THACO

she may become more interested Nehwon Nights adventure book 19 ; Dmg ld6 (staff); Typical

depending on the party's actions, and pit him or her against one of spells : (1st) bless, cure light

bribes, or other incentives . the monsters from the last chap- wounds X2, (2nd) charm per-

Sociable : The character is ter of this book. Don't try any- son, hold person, resist cold,

willing to pass the time with the thing fancy at first-just have (3rd) create food and water.

heroes and may be talkative. the character and the creature

Friendly : The character is take simple swings against each The first part is the character

basically helpful to the heroes, other until one of them runs out or monster's name or type, fol-

and may offer them aid or advice . of hit points . Once you've done lowed by its class, level, align-

Faithful : The character has that, try using a spell or special ment (NG means neutral good),

formed an instant attraction to power to see how that works Armor Class, movement rate,

the heroes and will go to great and what kind of effect it has. THACO, and Damage. High-level

lengths to help them . If the situa- If you'd like to practice your warriors and a few special per-

tion makes this unlikely, reduce techniques before beginning a sonalities who may attack more

the result to Friendly. campaign with all your friends, than once per round also list "#

invite a friend over and run a Attacks." This will be expressed

DM's Guide quick fight or scenario . This is as 2 or 3/2, which means two

the best way to learn how to use attacks per round or three

to Combat saving throws, spells, damage, attacks every two rounds. See
and the methods you'll have to the "Warrior" character class

use to describe the scene and its description in the Rulebook for

Most adventures feature at least enemies to your players . more about characters who can

, . one combat scene and some Characters and attack more than once per round.
=: times many. A good Dungeon After Damage (or # Attacks)

Master runs these encounters Creatures are listed any special powers
smoothly, so as not to inter- such as spells or thieving abili-

rupt the pace of the story. In general, human villains are ties. Some characters also have

Before reading this sec- treated as characters and have a brief description of their

tion, read "A Player's abilities associated with their desires, motivations, habits, per-

Guide to Com- various professions . sonalities, and any other impor-

bat" in the Non-humans are considered tant information as well .

Rule- "creatures" or "monsters." Creatures: Creatures (often

24 " Rules for the Dungeon Master

called "monsters") are handled a If the monster can cast a spell, fiers of the character with the
little differently. Their relative its Hit Dice will also determine highest Dexterity in the party. If
skills and powers are expressed its relative level for casting pur- this character isn't surprised, he
by Hit Dice (HD) instead of levels . poses. A fireball spell, for will be able to warn his compan-
Animals and monsters always example, which causes ld6 ions as well .
have 8-sided Hit Dice when gen- points of damage per level of the
erating hit points . Creatures also caster, would cause 6d6 points Surprise Modifiers Die Roll
determine their THACO and sav- of damage if cast by a 6 HD ice Opponents are:
ing throws based on their HD, as gnome shaman . Magically silenced -2
shown on the chart below.
Armor Class, damage, and any Invisible -2
Creature THACOs special attacks or defenses have
HD THACO nothing to do with a creature's For every 10 members +1
1/2 20 HD. These are determined simply Hidden or camouflaged -3
1-1 20 by comparing the monster's nat- Checking party is:
1+ 19 ural abilities to the standard -2
2+ 19 armor and weapon types. The Fleeing
3+ 17 monsters at the end of this book In poor light -1
4+ 17 should inspire you to design your
5+ 15 own beasts and horrors . In darkness -2
6+ 15
7+ 13 Surprise Anticipating an attack +2
8+ 13
9+ 11 Suppose the adventurers are Conditions are: -1
10+ 11 lured into a dark alley when cut-
throats from the Slayers' Broth- Rainy -2
Saving throws are generally erhood leap from the shadows
made as if a monster were a war- and attack. How do you tell if the Heavy fog +2
rior of the same level as its Hit heroes are caught completely Extremely still
Dice. If a monster has spell cast- off-guard? This is called surprise.
ing ability, and a more favorable Check for surprise whenever The Combat Round
saving throw can be found on the there is the possibility that one
Black or White Wizard character side or the other is taken Above, we learned all the
chart, use that number instead. unawares by their opponents. terms used to stage a combat
between the heroes and other
A typical monster looks like To check surprise, roll 1d10 characters or creatures . Now it's
this : for each side in a combat-usu- time to put it all together. To
ally the heroes and their oppo- help you keep track of every-
Mordroog and Ississi, Prince nents-that may have been one's actions, -combat is handled
and Princess of Simorgya: caught off-guard. On a result of in minute-long rounds. Within
Alignment NE; AC 5; MV 12 1, 2, or 3, that side is surprised each of these rounds, conduct
(24 swimming); HD 6; THACO and may not act for the first the following four steps:
15; #AT 3 ; Dmg ld4/ld4/1d10. round of combat .
1. DM determines actions of
"Dmg ld4/ld4/1d10" means The surprise die roll can be NPCs .
"two l d4 attacks and one 1d10 modified by Dexterity and the
attack each round ." modifiers on the table below. 2. Players decide what their
When checking surprise for a characters will do.
group, use the Dexterity modi-
3. Both sides roll initiative
(1d10 plus modifiers for Dex-
terity or weapon Speed).

4. Actions carried out
in order of initiative. _-=

Rules for the Dungeon Mast-er- " 25

Initiative participants, you can usually keep The Chase
track of everyone's positions by
Determine initiative by rolling picturing it in your mind . Just The heroic rogues of
1d10 and adding any speed mod- make sure that your players Lankhmar are often out-
ifiers due to weapons or reac- understand their characters' loca- matched by their victim's
tion modifiers due to Dexterity. tion as well as you do! If they guards . Discretion being the
Anyone casting spells, using spe- should become confused, or if better part of valor, nimble
cial abilities, or performing there are numerous combatants, rogues often find it wiser to
simple actions adds only Dexter- you might want to sketch the com- lead their pursuers on a merry
ity modifiers to their d10 roll . bat scene out on a map of some chase than to match swords
sort. Several companies make lam- with veteran mercenaries.
The character or creature with inated mats and erasable markers
the lowest initiative resolves his for this very purpose. Handling a chase scene is easy
or its action(s) first, followed by if you use the movement rules
the next lowest initiative, and so If you don't have access to outlined above. If you are using
on. A very good initiative roll can this kind of mat, you can simply description instead, you can
even be negative . use a large piece of paper such simply play the scene for drama
as that found in a sketch pad. and let the characters have a few
Movement in Combat Mark the characters and their near-escapes and hasty melees
foes with your pen, or even bet- before finally getting away.
Combat is a fluid and mobile ter, with miniature metal figures
affair. Crafty thieves maneuver available from most game and If you are using miniatures
around allies to strike at oppo- hobby stores . Miniatures are and a map, you can actually
nents from behind while more best because you and your play- work out the characters' routes
numerous attackers try to encir ers can move them about the and figure out at what point a
cle their foes and keep them map quickly and easily. Players pursuer might get in a quick
from escaping. These rules help can even paint these figures to strike . The problem with this
you determine how far charac- match their own characters . If method is that Move rates don't
ters and creatures can move in a your players want to use metal allow for great diversity among
single combat round. miniatures, you should also lightly armored characters . If
paint and keep a few monsters everyone moves at 12 inches per
In one round, characters can and other characters on hand to turn, it is likely the pursuers will
move 10 times their movement use as the heroes' opponents . only catch their prey when they
rate in feet. Beings with a Move are stalled by the landscape. To
of 12, for instance, can move 120 When using miniatures, make make the chase more exciting,
feet, or 40 yards. A character may each inch on the map equal to use these special rules .
conduct a melee attack only if he about 10 feet . This means that a
has moved half this rate or less . character's Move Rate is also Each round a running character
If a character moves, he may still the number of inches the figure can add an additional ld4 inches
conduct a missile attack at half can move in a single round. (or 10-40 feet, if you use the
descriptive method) to his move-
his normal rate of fire, rounded Example : A character with a ment. Characters with the running
up, but only if he moves half Move of 9 can run 90 feet, 30 proficiency instead add 1d6
his normal rate or less . yards, or 9 inches on a standard inches (not ld4) to their Move per
Battle mats and figures: battle map in one round. If he round. This applies to both prey
In short combats, or moves only half of this amount, and pursuers, of course . If either
those with only he may still make a melee attack, prey or pursuer is a group of
a few or make half his usual number of people, roll once for each group.
missile attacks .
As discussed above, charac-

26 9 Rules for the Dungeon Master

0

ters can only make an attack if disguise . Obviously, the prey can't Climbing Rates
they moved half their normal try anything elaborate, and the
Move rate or less . During a surroundings will strongly influ- Surface Rate
chase, add any additional move- ence concealment chances.
ment for running (ld4 or ld6), Exterior wall
then halve the total to see how To hide, the prey makes a hide up to 8' high 4
far the character can run and still in shadows skill check (for Exterior wall
make an attack. However, any rogues) or an Intelligence check 8' or higher 1 (thieves only)
attack made in this way suffers a at -2 (for non-rogues). To
-2 penalty to hit and damage. assume a quick disguise, the Ladder 2
prey makes a disguise profi-
Also, account for any obstacles ciency check or an Intelligence Tree, scaffolding 4
or terrain that must be negotiated . check at -2 . In either case, the Rope and wall 1
If a character must climb a ladder, prey cannot move this round .
swing-hand-over hand across a Attacking and
tightrope, or leap from one If the check fails, the prey is Damage
rooftop to another, it will affect his still visible. If the check suc-
movement . In these cases, use the ceeds, the pursuers receive an A staple of Fafhrd and the Gray
rules below as a guide. Remember Intelligence or Wisdom check Mouser's daring adventures is
that this additional detail should (whichever is better) to spot the deadly combat. Your adventures
enhance drama and excitement, hidden prey. If this check fails, will also feature lethal conflicts
so don't let it interrupt the flow of the prey can escape at leisure. on occasion . This section will
the chase. help you control the actions of
Crossing a horizontal rope or the characters and the vile
Putting obstacles into a pur- beam: Characters can walk at a fiends who try to thwart them.
suer's path : A fleeing character rate of 3, but must make an acro-
who passes some convenient batics (or Dexterityat -4) check Making an attack: A character
object (or person!) can sacrifice for every 10 feet crossed. A char- or creature attacks by pitting its
1" of movement in a round for acter who slips suffers ld6 dam- THACO against an opponent's
the opportunity to make a age for every 10 feet fallen . Armor Class. Subtract the target's
Strength ability check. If the AC from the character or mon-
check fails, the prey has lost the Jumping from one rooftop to ster's THACO. An attacker must roll
inch of movement to no effect . If another: If the jump is down, the this number or higher on ld20 to
the check succeeds, he has flung character loses 1 inch (10 feet) hit and can then roll damage.
the obstacle into the path of his of movement for every 10 feet he
pursuers. Each pursuer must must leap down . The character Some characters and monsters
succeed in a Dexterity check or also suffers ld6 damage for have multiple attacks. Warriors
lose 1d4-1 inches of movement every 10 feet fallen (but see the that have three attacks every two
this round. (Remember, 1 inch in acrobatics proficiency) . rounds (# AT 3/2) makes one
game scale equals 10 feet of attack in their first round of
actual distance .) The prey can Climbing: A character's rate action, two in the second, one in
try this only once per round. of climb (up, down, or sideways) the third, two in the fourth, and
is shown on the chart below. so on. Each attack that scores a
Hiding from pursuit: If the DM Note that anyone can pull him- hit inflicts the character or crea-
allows that the pursuer has tem- self over a low wall, such as one ture's listed damage.
porarily lost sight of the prey, due found between two adjacent
to an obstacle or because the rooftops a single floor's differ- Many creatures also have
prey turned a corner, the prey ence in height . Only thieves or multiple attacks per round.
may try to hide or assume a quick characters with climbing gear Wolves, for example, have
can climb higher walls or those three attacks-a bite
without obvious handholds . and two rakes
with their
front ,

Rules for the Dungeon Master 9 27

claws. Roll each of these sepa- drama of an encounter. When a Punch: A character who
rately, then apply the appropri- character or creature has been wishes to punch an opponent
ate damage for each successful hit, he is also forced to back up a makes a normal attack roll . If he
hit as discussed below. few steps. Roll ld4 to find the hits, his damage is equal to ld2
number of feet retreated. If the + Strength bonus.
Damage: Once an attacker has combatant desires, he can make
hit, he can then roll damage. a Dexterity ability check to resist If a brawler succeeds by 5 or
Damage is based on the type of the pushback . Should he fail, more than he needed on his
weapon a combatant is using, however, his concentration on attack roll, or if the brawler rolls
plus or minus any modifiers for holding his ground grants his a natural "20," the victim must
Strength, magical items, or opponents a i 1 bonus to hit in make a Constitution ability
spells used . The damage is then the next round. check. If the check fails, the
rolled and subtracted from the stunned victim can take no
target's hit points . When a char- Brawling: For the most part, action for ld4 rounds.
acter or creature reaches 0 hit fist fights and tavern brawls are
points, it perishes . less lethal than battles with Kick: Kicking is harder than
swords and daggers. In these punching, but generally has
Some creatures attack with kinds of fights, characters use more force and thus causes
claws, teeth, and perhaps other their fists or light clubs such as more damage. To kick, a charac-
appendages . These occasionally table-legs, chairs, or other blunt ter makes a normal attack roll at
cause varying amounts of dam- objects. Damage from a brawl a -2 penalty (there are no mar-
age. A wolf, for example, might may knock a character out, but it tial artists in Nehwon) . The
be listed like so : # AT: 3, Dam- is rarely fatal. To simulate this, non-lethal damage from a kick is
age ld4/ld4/1d6. In this case, each character who suffers brawl- ld3 + Strength bonus .
the wolf attacks with two claws ing damage must keep track of it
inflicting ld4 points of damage separately. One-quarter of this If a kick hits an opponent by 5
and a bite that causes l d6 damage is lethal and is treated or more than needed on the
points of damage. Make sure normally. The other three-quar- attack roll, or if the attacker
you know which attack you're ters are non-lethal . If a character rolled a natural "20," the victim
rolling for, so that you can is reduced to 0 hit points due to must make a Constitution ability
apply the appropriate damage if non-lethal damage, he falls uncon- check. If the check fails, the
the creature successfully hits scious instead of dying. stunned victim can take no
its target . action for ld6 rounds plus one
A character rendered uncon- round for each point of non-lethal
Pushback : Sometimes it is scious in this way remains so for damage from the kick.
important to know if a character ld6 ten-minute turns (10 minutes
or creature is losing or gaining to an hour) . Non-lethal damage Makeshift weapons: Chairs,
ground. If a fight takes place on fades at the rate of 1 point per table-legs, mugs, and any other
a rooftop, on the parapet of a hour. Lethal damage is recovered object turned into a makeshift
high temple, or on the slopes of normally (1 per day as explained weapon can also be used to strike
a tall mountain, it obviously below) . Unconscious characters an opponent . A character who
Jbecomes very important to may be revived if someone has selected brawling as a
throws cold water on them or weapon proficiency makes a nor-
know if a combatant is about renders first aid, though they mal attack roll . All other charac-
to be forced over the edge . retain their damage. ters who wield makeshift
Use the following rule weapons must make their roll at
only when it is There are three basic methods the usual penalty their class suf-
important or to of brawling, each one with its own fers for using an unfamiliar
increase advantages and disadvantages. weapon. The non-lethal damage
the of a makeshift weapon is ld4 +

28 9 Rules for the Dungeon Master

Strength bonus. However, if a individual spell descriptions Additional Falling Damage
makeshift weapon causes more (see next chapter) for specific 1-4 The character sprains one
than 5 points of damage in one results .
attack, it shatters and is useless. ankle and moves at 1/4 his
Drowning : Characters with the normal rate . Attacks and
Makeshift weapons can be Swimming proficiency only saving throws that require
thrown as well. In this case, a drown if they fall unconscious mobility are made at -2.
character may add any Dexterity while in water or are somehow 5-7 The character breaks a leg.
bonuses to hit and Strength held underwater. Characters Without assistance, he may
bonuses to damage . without the Swimming profi- only crawl. All attacks and
ciency sink like stones when they saving throws requiring
If a weapon-wielding brawler hit water and must hold their mobility are made at -4.
succeeds with his to-hit roll by 5 breath until they are rescued . 8-9 The character breaks an
or more than he needed, or any arm. Roll l d6; on 4-6, he has
time the brawler rolls a natural Characters can hold their broken his weapon arm and
"20," then the victim must check breath for a number of rounds all attacks and saving
for stunning as well, using the equal to 1/3 their Constitution (or throws are made at -4.
rules for punches above. A charac- Hit Dice in the case of creatures), 0 The character is knocked
ter wearing a helmet may subtract rounded up. Every round after unconscious for 1d10 min.
3 from this Constitution check. this, a character must roll 1d20
under his Constitution . There is Poison: There are many magi-
Special Damage no modifier to the first check, but cal and dehabilitating drugs in
the second check is at -2, the third Nehwon. A character who ingests
Creatures' claws and assassins' is at -4, and so on. Whenever one poison, or who is hit by a weapon
blades aren't the only hazards of of these rolls fails, the character coated with poison, must save vs.
the adventuring life . This section loses consciousness and will die if poison or else the character suf-
shows how to handle area attacks, not rescued in ld4 rounds. fers 2d6 points of damage and is
drowning, falling, and poison . completely unable to act for ld6
Falling: Thieves climbing 10-minute turns. Whether or not
Area attacks: A sudden rock walls, warriors battling on the save succeeds, the victim is
slide, burning oil, weather, fire rooftops, and adventurers scal- nauseated and ill for 24 hours.
and certain spells might harm ing treacherous mountain slopes During this time, all his attacks
every creature within a certain all risk falling to their doom. and saving throws are made at -2.
area-often called the "area of When such misfortune occurs,
effect ." Area effect attacks never the victim suffers ld6 points of Keeping Action
make "to-hit" rolls . Instead, damage per 10 feet fallen, up to Heroes Alive
everyone inside the prescribed a maximum of 12d6.
area is assumed to be affected As DM, with control over your
unless they can dodge out of If the victim survives, he must nonplayer antagonists and even
harm's way. A dodge is repre- also check to see whether he the dice you roll, you would
sented by a successful Dexterity has broken or sprained a limb expect that keeping your
ability check. by making an acrobatics profi- players' heroes alive won't
ciency check at -2 for every 10 be a problem. In fact, this
In the case of natural calami- feet fallen . Characters without can be one of the
ties such as rock slides, a char- acrobatics make a Dexterity trickiest and
acter suffers no damage if he check at an additional -4 most
makes his saving throw, and full penalty. If the roll fails, roll 1d10
damage otherwise. Spells often and consult the chart below. Any
cause half damage even if a sav- injury is healed when the dam-
ing throw is made. Consult the age taken in the fall is healed .

Rules for the Dungeon Master 9 29

demanding tasks the DM faces . Each player keeps a running Remember that you never have
We've already discussed the total of luck dice available to his to allow a luck roll. The decision
or her character. The player can to permit one, as well as the out-
importance of staging fights with "spend" these dice to rescue the come once the luck dice have
dramatics and flair, as well as character from a tight spot. been rolled, is completely up to
the situations that are the life's you. (However, once you have
blood of action-adventure sto- In a moment of danger or cri- permitted the roll, you should
ries. None of that talk really sis, a player who currently has always have the outcome be
addressed game mechanics . at least one luck die can ask you, spectacular.) Also, use the award
While the DM can control his "Can I roll some luck dice?" You of luck dice with care. Award luck
dice rolls, he has no control over may refuse the request or spec- dice to improve your players'
what the player's roll, and, as we ify a maximum number of luck role-playing, creativity, and enjoy-
mentioned previously, players dice that player may roll. If you ment of the adventure.
like to think they win through allow the roll, the player marks
their own skill, not DM manipu- off the allowed number of luck Lucky Breaks and
lation. So, what to do when a dice from his current total, then Bad Breaks
hero is about to die through rolls that many six-sided dice.
player bad luck? The answer is Failed die rolls rarely spell the
easy, as long as the DM keeps in When rolling luck dice, the demise of a hero. Rather, the
mind that the starring charac- only results that matter are 5's results are dramatic advantages
ters in an action story never die. and 6's. For each 5 or 6 that the or disadvantages the hero suf-
player rolls on the luck dice, fers. Jumping across a chasm
Luck Dice something lucky happens to the and failing a Dexterity check
character. The more 6's that results in the hero hanging on by
In the Rulebook, we discussed his fingertips and not immedi-
show up, the more spectacular ately falling to his doom. A char-
the Experience Point system the outcome . Miracles are pos- acter accidentally trips in the
midst of a fight as a deadly blow
that both governs character sible! whistles by overhead, possibly
level advancement and acts as a For example, a hero is fighting snipping off a few locks of hair.
reward system . There is an addi-
tional way of rewarding clever the master villain in a burning On the other hand, misfortune
heroes in the LANKHMAR game, building. The hero's player has also plagues heroes when
and it's one of the ways DMs can been awarded three luck dice so they're doing well, because it
use to keep heroes from dying far in the adventure . The player adds to the drama . Coincidences
because of player bad luck. and luck, both good and bad, are
asks you for a luck roll, and you extreme . Occassionally, when a
The reward is called "luck hero rolls a critical hit (a natural
dice." Whenever a player comes decide to allow the player to 20 on an Attack Roll), the villain
up with a brilliant idea that spend all three dice, if he likes . might manage to parry the blow
saves the party or leads to solv- The player spends all his luck anyway, with the end result
ing a mystery, has his character dice and rolls 3d6 . If he gets one causing both characters to drop
5 or 6, the villain happens to slip their swords . Each character
perform a daring or dramatic and fall, giving the hero a chance must then dive for their weap-
to escape or get a free attack. A ons so they can resume their
- ;- action at an important fight, or possibly fight each
moment, or gets off a really roll of two 5's or 6's could mean other hand-to-hand.
that a burning beam falls on the
~_ : funny line, you may villain, knocking him out . If all
award that player's three dice came up 5 or 6, the
character a whole building could fall over to
"luck die ." one side, trapping the villain in

1 the rubble and leaving the hero

untouched in the open air!

30 " Rules for the Dungeon Master

q/llijpjlllll'P~I

Healing chance of becoming a blaze. they have . Second, besting an "
opponent improves the heroes'
A character's natural healing Blazes are a serious threat to skill and confidence, gradually
processes recover 1 hit point of making them more dangerous
damage per day. A character a ship's integrity. Each blaze opponents for the next villain
with the healing proficiency can causes ld6 damage per round to that tries his luck against them .
try to cure ld3 more hit points the ship and anyone within 5
each day. Obviously, magical feet of its center. The DM should Loot
healing is much faster and more determine what part of a ship is
efficient, so most adventuring affected by a blaze. Sails and When characters search a
parties are fortunate to have a flammable cargoes are ruined if fallen opponent's body after
white wizard in their ranks. they suffer any damage from a combat, they can simply take
blaze. A successful carpentry any arms, armor, or special items
Sea Combat proficiency check repairs ld6 hit the foe used against them . You
points per day to other parts of can either decide what the vic-
Ships, like characters and mon- the ship . tim carried on him, or roll ran-
sters, have an Armor Class and domly. The base chance for an
hit points . (Statistics for several Extinguishing a ship's fire is opponent to carry currency is
kinds of ships appear in the difficult work. A character has a 40%, plus 5% per level (or Hit
"Nehwon" chapter.) When a 30% chance of extinguishing a Dice). The amount of currency
ship's hit points fall to 0, the ves- small fire, a 20% chance of carried is equal to l d6 gold rilks
sel begins to sink . Ships requir- putting out a medium fire, and per level or Hit Dice, though it is
ing crews of eight or less sink in only a 10% chance of extinguish- actually broken down into
1 d6 rounds . Larger craft sink in ing a blaze. Each additional fire- smaller denominations of a few
1 d6 turns. If a sinking ship con- fighter adds 5% to the base rilks, agols, and smerduks .
tinues to take damage, it may chance of putting out any partic- Adjust the base chance accord-
sink faster at the DM's discre- ular fire . ing to the social status of the
tion. (See page 74 .) opponent; thugs in an alleyway
Wind : Vessels that rely on sail would never have so much
Piercing missile weapons such are subject to the fickle breezes money on them, whereas a
as arrows, crossbow bolts, and of Lankhmar. Whenever it noble's bodyguard might carry
daggers which can rend flesh and becomes important to know the more .
cause terrible bleeding do very strength of the wind, either
little damage to a wooden-hulled decide a direction yourself or Unintelligent creatures never
boat. Any of these weapons roll 1d8: 1-2, strong x2 move carry loot.
cause a single point of damage rate); 3-5, moderate (move unaf-
to rowboats, and no damage to fected); 6-8, breeze (move If the heroes are looting the lair
larger vessels. halved). of a creature with 4 or more Hit
Dice, there is also a small chance
Fire: Flaming bolts or arrows he Spoils of that a precious or even magical
that hit a vessel have a 40% Victory item of some sort is hidden
chance of starting a small fire. there. This chance is usually
Each small fire causes 1 point of When the heroes defeat villains 10%, plus 1% per Hit Die
damage per round until extin- and monsters, they benefit in over 4, but modify this
guished, and has a 10% chance two ways . First, depending on according to the situa-
to become a medium fire. the circumstances, they might tion. Besides
feel justified in looting their weapons,
Medium fires cause ld3 dam- foes and taking any valuables armor,

age per round, and have a 10%

Rules for the Dungeon Master- " 31

and other items-some of which attacker and will do nothing to healed normally, but Constitu-
might be ruined-the amount of hurt him, though the victim's tion is only regained at the rate
treasure is equal to ld6 rilks per will is otherwise free. The of 1 per week .
Hit Die of the creature. The trea- enchantment is permanent until
sure and its function is entirely dispelled by a successful dispel Veil of trueseeing: This is
up to the DM, but in the spirit of magic spell . The were-rat Hisvet another item Fafhrd used to res-
Nehwon, it should lead the used these darts on the Gray cue the Gray Mouser from the
heroes into another adventurous Mouser during the Rat Plague in Devourers. When placed over
plot! The Swords ofLankhmar. the eyes, it allows the user to
see everything as it truly is . Hid-
Magical Treasures Enchanted weapons: Though den, invisible, or disguised char-
Fafhrd and the Gray Mouser acters may be seen normally.
Below are a few of the magical have never carried enchanted Sheelba took her magical veil
artifacts mentioned in the Fafhrd weapons, there are a few scat- back immediately after the
and Gray Mouser stories . It tered across Lankhmar. Most Mouser's rescue, perhaps
should be stressed that magical add +1 to the wielder's attack because sometimes it is danger-
items are extremely rare in the and damage rolls. A few smaller ous to see everything-and
LANKHMAR world (as opposed to weapons, such as daggers, have everyone-as they truly are.
many of the settings created by more bizarre enchantments,
TSR for the AD&D game). Heroes such as granting the user the xperience
won't normally find large caches ability to cast a spell. The DM Points
of magical treasures. decides the powers of a spe-
cially enchanted weapon. Such Besides loot, heroes also gain
Cloak of invisibility: Ningauble a weapon should always have experience from defeating their
loaned this precious item to a history, and perhaps a dire opponents. The Gray Mouser,
Fafhrd when the barbarian res- consequence of wielding it. for instance, started out as an
cued the Gray Mouser from the apprentice mage but, by the end
"Bazaar of the Bizarre." It func- Potion of diminution : The of The Knight and Knave of
tions exactly like the 2nd-level Gray Mouser used this potion to Swords, is one of the most
black wizard's spell, invisibility, venture into the sewers of respected thieves in all Nehwon .
except that the wearer does not Lankhmar and penetrate the
become visible until the cloak is world of Vermin in The Swords of Player characters must also be
removed, even if he should make Lankhmar. After drinking this able to grow in skill, power, and
an attack. Obviously this is an potion, the imbiber shrinks to prestige . This is reflected in the
incredibly powerful item . the size of a rat for exactly nine game by experience points (XP) .
hours . All excess flesh lost in the Characters rise in level as they
Darts of love: These slender transformation is left in a puddle accumulate XP, gaining better
crossbow bolts cause only a of pinkish slime. If this slime is THACOs, more hit points, more
single point of damage to whom- proficiencies, better social level,
ever they hit. However, the vic not nearby at the end of the and in the case of spellcasters,
I-r - tim must succeed in a saving potion's duration, the lost body more mental power for spells .
mass is instantly drawn off any
throw versus spell or be other bodies within 20 feet, The DM grants experience
instantly enchanted by the causing them to lose a like points at the end of each night's
attacker. The victim falls amount of weight. If no body adventure session. In general,
in love (or becomes mass is available, the emaciated the DM should reward the player
a great admirer user suffers 3d 10 points of dam- characters for defeating oppo-
of) the age and loses ld6 points of Con-
stitution . Lost hit points may be

3 2 9 Rules for the Dungeon Master

nents, for professional bonuses, Special abilities : Some crea- Role-playing: The last award
and for role-playing . tures or villains have special is based on the player's ability
powers or abilities that make to role-play his character. These
Defeating Opponents : Defeat- them more valuable in terms of are personal and individual
ing abominable monsters and XP than their Hit Dice or levels awards that the DM grants to
nefarious villains is a key feature might otherwise show. In this each player. The number of XP
of high adventure. Each crea- case, consult the chart below. depends on how important the
ture-whether human or other- When calculating XP awards, action was, but the chart below
wise-defeated in combat is treat the defeated creature as if should give you some general
worth an amount of XP deter- it had 1 extra Hit Die for every ideas .
mined by its level or Hit Dice. special ability or power from Experience Points for
Specifically, whenever the player this list: Role-playing
characters defeat a monster or Power or Ability
villain, look up the creature's Player has a clever idea that
level or Hit Dice on the chart AC 0 or lower advances the plot or overcomes
below to determine its experi- Flight an obstacle : 100-500 XP
ence point value . This number is Four or more attacks per round
then added up and divided Hit only by magical or silver Player role-plays character
among all those heroes which weapons well: 100-200 (double this award
took part in its defeat. If there Invisible if the player sacrifices some
are several opponents, divide Magic resistance advantage to role-play his char-
the creatures' total combined XP Poison acter believably)
value among the adventurers . Had magical item that it could
use against Special attacks Player encourages others to
Note that to be defeated a Special defenses participate : 100-200
creature doesn't necessarily Spellcaster
have to be slain . If the group out- Profession bonuses: A char- Player adds to everyone's fun
wits a powerful villain-such as acter's experience and level while in character : 100
the master of the Thieves' reflect his skill in his chosen
Guild-without ever actually profession . It only makes sense Example: The party defeats a
confronting him, they should that a character who actively 4th-level black wizard . The wiz-
also receive a reward. seeks to improve the skills of ard has 4 effective Hit Dice
his profession would gain simply because of his level, plus
Creature's HD XP bonus experience points . 1 because he was a spellcaster. If .;
Less than 1-1 7 Warrior. Defeating monsters he carried a poisoned dagger, he ^_
1-1 to 1 15 and villains-10 XP per HD/level would have an additional Hit Die
1+1 to 2 35 White wizard: Spell cast to for purposes of determining his
2+1 to 3 65 help others-100 XP per spell value in experience points. At 6
3+1 to 4 120 level effective Hit Dice, the wizard
4+1 to 5 175 Black wizard: Spell cast to would be worth 260 XP, split
5+1 to 6 270 defeat opponents-100 XP per among all those characters who
6+1 to 7 420 spell level took part in his defeat. On top
7+1 to 8 650 Rogue: Per successful use of of this you would award XP
8+1 to 9 975 thieving ability-100 XP. for any minions the wizard
9+1 to 10+ 1,400 employed, as well as the . .
11 to 12+ 2,000 usual professional
13+ 2,000 +1,000 per and role-playing
additional HD bonuses .

Rules for the Dungeon Master " 33

.Magic is the most powerflforce in the world of Nelnvon, but those Who can master it are
fcnv. Even a city the size" ofLanklnnar boash only afctiv hwe lvizards and a hanclfzd of
lesser spcllcastcrs. A group ofplayer characters, heroes almost by clefnition, usually has
at least one sorcerer among them-11's DiV, you assign .spells tofledgling lvizard charac-
ters, allvly them to find navspells on occasion, and grrrerally supervise their use (or
abuse) oftheir powerful ability. You also assign shells to villains and other .1111'Cs. L1717en
you clo so, 1wep in rnind each villain S background and imagine the kind ofspells such an
individual would knoW and peep ntemorized. A white wizard ivho spends most ofhis time
e~rgcrged in study isn't lihcly to peep afireball at the readV. Similarly, a black tivizard
haveling across the deadly ivildeme.ss Will not haste precious mental raserves with read
magic and identify spells.

~ ~ taming Black Sorcery Finding New Spells
D20 Roll Spell
Spells Only master sorcerers can
1 armor devise new spells, and this can
Every wizard character starts 2 burning hands take weeks, months, years, or
the game with a spell book con- 3 charm person even decades depending on the
taining six spells . First-level 4 chill touch spell's complexity. Character
black wizards always have 5-6 feather fall mages, as well as most NPC
detect magic and read magic. 7 find familiar spellcasters, discover new
First-level white wizards always 8 hold portal spells by trading with (or steal-
start with bless and cure light 9-10 identify ing from) others, or by finding
11-12 light them mixed in with recovered
wounds. 13 magic missile loot .
14 phantasmal force
Choose four more 1st-level 15 protection from evil/good The ability to gain new spells
spells to place in a wizard's 16 shield is what makes the wizard class
spell book. These should 17 sleep equal to warriors and rogues.
reflect the character's back- 18 spider climb As DM, make sure that the wiz-
ground. A mage who plans a 19 unseen servant ards in your player group are
career in thievery, for example, 20 wall of fog occasionally rewarded with a
would likely have learned new spell, even if it is one that
spider climb and feather fall. If a White Sorcery they cannot yet cast due to
character has no real back D12 Roll Spell their level. Remember, too, that
, ground in mind, you can roll on wizards must still make an
the table below to determine 1-2 command Intelligence roll to see if they
Jthe spells in 3-4 detect magic can comprehend a particular
' hifs girmio aining 5 detect poison spell. When you're figuring out
6 detect snares and pits what's in the group's latest
7 entangle batch of loot, don't forget that
8 light the mages in your group are
9 pass without trace always hungry for even a mea-
10 protection from evil ger scrap of magic.
11 purify food or drink
12 remove fear 34 9 Sorcery

Spell Supervision deciphered, you should only Spell Descriptions
reveal its statistics and hint at
New players need help select- its effects . Only after the mage Here is a selection of the
ing and using their characters' casts the spell should you let spells available to Nehwon's sor-
spells . Remind them to mark him read its description . That cerers. You should feel free to
which spells their wizards cur- way, each spell a wizard finds create new spells for your game,
rently have memorized on their during the course of his adven- or to incorprate spells you find
character sheets, and also tures will be a mysterious and in other products .
remind them to erase a mark valuable treasure .
once that spell has been cast. In addition to the description
Remember that mages do not of the spell's effects, each of the
Your biggest job as DM is to automatically gain new spells black and white wizard spells
interpret a spell's effects . Eager just because they've attained a listed here has the following
young wizards often cast pow- new level of experience and characteristics :
erful spells without fully consid- gained more memorization
ering the repercussions. slots . Spells must still be found, Range: This is how far the
Whenever a spell is cast, take a stolen, or occasionally bought . spell will travel or the limit of its
moment to think about collat- influence. In some cases, the
eral effects . A fireball causes The ADVANCED DUNGEONS & caster must touch a target to
damage to everyone in a 20-foot cast his spell. If a sorcerer must
radius . If it is cast in an DRAGONS® Player's Handbook touch an unwilling opponent in
enclosed room, might its area of contains many more spells . To combat, he must make a stan-
effect spread, possibly causing incorporate these into your dard attack roll, which does no
damage to the caster and his game, just make a simple alter- damage apart from the spell's
friends as well? These are the ation to the casting times . effect. An entry of "0" means
types of questions you will ask (Magic works differently than in that the spell can only be cast
yourself as the game pro- other TSR-published settings .) on the wizard himself .
gresses . Don't use these inter-
pretations to harass the AD&D Nehwon Duration : This is the number
wizards, but do encourage them Casting Time Equivalent of rounds, turns, days, or weeks
to use their power wisely. You Round Turn (10 rounds) the spell lasts.
can even reward them with an Turn Hour (6 turns)
experience point bonus when Hour Block of 8 hours Casting time: The number of
they do something really clever. rounds, turns, hours, or 8 hour
Note that priests in Nehwon are blocks needed to cast the spell .
pell Listings considered white wizards . They
have no special communion with Area of effect: This lists the
Here are spells that can be deities, and must study spells creatures affected, volume,
used by heroic wizards and exactly like AD&D game wizards . dimensions, or area of the spell .
awful villains alike. Because sor-
cery in Nehwon is dangerous Casting Spells Saving throw: There are four
and rare, players with wizard possible entries . None means
characters should not see the See the "Magic" section of the that the target of the spell
entire collection of available Rulebook to find out how heroes receives no saving throw-the
spells . Even when a new spell is and villains enter spells into enchantment automatically
discovered and successfully their spell books, memorize succeeds . A notation of 1/2
Sorcery e 35 spells, and cast them. means that a successful
save vs . spell halves any
damage taken from
the spell.
Negates

indicates that a successful sav- Charm Person
ing throw vs. spell completely Range: 120 yards
avoids the spell-at least for Duration: Special
that target . Special means that a Casting Time: 1 round
saving throw has special effects Area of Effect : 1 person
or is only granted in certain situ- Saving Throw: Negates
ations. See the spell's descrip-
tion for full details . Characters who fall victim to
this spell feel intense loyalty to
Black Wizard Spells and respect for the caster. The
caster cannot control the victim,
1 st Level but holds great influence like that
of a deeply trusted friend . The
Armor charmed character may save vs .
Range : Touch spell to avoid the spell, adding
Duration : Special any adjustment for Wisdom .
Casting Time: 1 turn Charm person ends immediately
Area of Effect : 1 creature if the caster attempts to harm the
Saving Throw: None victim in an obvious way, or if the
victim is subject to a dispel magic
This spell creates a magical spell. Other than that, a charmed
field of force around its target, character may only attempt a
granting it AC 6 . It has no effect new saving throw periodically, as
on creatures with an AC lower shown on the chart below. If the
than 6 . Dexterity and shield
modifiers may still apply as save succeeds, the spell ends
well. The spell expires when the
wearer sustains 8 points of automatically.
damage +1 point per level of the
caster. INT Score Time Between
3 or less Checks
Burning Hands 4-6 3 months
Range : 0 7-9 2 months
Duration : Instant 10-12 1 month
Casting Time: 1 round 13-14 3 weeks
Area of Effect : Caster 15-16 2 weeks
Saving Throw : 1/2 17 1 week
18 3 days
This spell causes flames of 19+ 2 days
other-worldly colors to shoot 1 day
from the caster's fingertips.
Anyone within five feet of the Chill Touch
wizard's flaming hands takes Range: 0
damage equal to I d3 plus 2 Duration: 3 rounds +1
points per level of the caster. round/level
Casting Time: 1 round
Area of Effect : Caster
Saving Throw: Negates

36 e Sorcery

Chill touch causes a fantastic yards per minute-long round) 16-20 No familiar available this
and deadly blue glow to envelop and suffers no damage if the spell time. The caster may try
the black wizard's hands. If the is still in effect when the charac- again in one year.
wizard touches anyone with this ter hits bottom. An extremely
supernatural cold (successful long fall might last longer than In addition to the powers
attack roll required in combat), the spell's duration, however, described above, each familiar
the victim must save vs. spell or and the faller would take damage grants the wizard special powers
suffer 1 d4 damage and lose 1 as if he fell from the height where according to the type of animal
point of Strength . Monsters the spell's duration terminated . it is.
(which have no Strength scores)
suffer a -1 penalty to their attack Find Familiar Cat: The wizard can see
rolls for every successful touch. Range: 1 mile/level equally well during the night as
Attack penalties fade and lost Duration : Special during the day.
Strength returns at the rate of 1 Casting Time: 2d12 8-hour
point per hour. blocks Crow: The wizard gains excel-
Area of Effect : 1 familiar lent vision, and can pick out
Detect Magic Saving Throw: Special minute details up to 120 feet
Range: Touch away at will.
Duration : 2 rounds/level A familiar is an animal that
Casting Time : 1 round forms a physical and spiritual Owl: The wizard gains supe-
Area of Effect : 10-foot path, 60 bond with a spellcaster. The wiz- rior hearing, and has a 15%
feet long ard has an empathic link with his chance to Hear Noise as a rogue.
Saving Throw: None familiar and can communicate
with it at a distance of up to one Toad: The wizard gains excep-
When a detect magic spell is mile. Familiars are more intelli- tional peripherial vision and can-
cast, the wizard can see all magi- gent than others of their species, not be backstabbed by anyone
cal effects and objects within a but are otherwise normal animals. except invisible opponents.
path 10 feet wide and 60 feet
long. Thick walls or other solid All familiars have 1d3+1 hit Weasel: The wizard gains
materials block the spell . points + 1 hit point per level of exceptional sense of smell and
the caster, and an AC of 7. If a can recongize anyone he had
Feather Fall familiar is separated from its met before by scent, even if they
Range: 10 yards/level master, it loses 1 hit point per are disguised . (Strong perfume
Duration: 1 round/level day until it dies . If the animal is may throw him off, however.)
Casting Time : 1 round ever killed, the wizard must save
Area of Effect : 1 creature or large vs. poison or take ld8 damage. Hold Portal
object No wizard may ever have more Range : 20 yards/level
Saving Throw: None than one familiar. Roll 1d20 and Duration: 1 round/level
consult the table below to deter- Casting Time : 1 round
Burglars with some skill in sor- mine the type of familiar. Area of Effect : 20 square feet/level
cery often use this spell to pro- Saving Throw: None
tect themselves during difficult
climbs . The subject becomes as Roll Familiar Powers Doors or other portals may be
light as a feather should he hap- 1-5 Cat magically locked by this spell.
pen to fall . The character falls at 6-7 Crow Once a portal is secured, only
a Move rate of 12 (120 feet or 40 8-11 Owl the caster, brute force, or
12-13 Toad sorcery can force it open.
14-15 Weasell Knock and dispel
magic spells can
shatter the
lock, as

can any wizard 4 or more levels spell. A successful save indicates smells, or temperature effects .
that the spell takes effect imme- The illusion ends when the
higher than the original caster. diately behind the original target . spellcaster ceases concentra-

Identify Light centered on a creature's tion . During concentration, the

Range: 0 eyes will blind it if this save is not mage can take no other actions

Duration : 1 round/level made, reducing its attack rolls, except walking or speaking in
saving throws, and AC by -4 .
Casting Time : 1 day simple sentences .

Area of Effect : 1 item/level Magic Missile Creatures that see the phantas-

Saving Throw: None Range: 60 yards +10 yards per mal force must save vs. spell to

disbelieve the illusion . Allies who

This spell identifies one prop- level have successfully disbelieved an

erty of a magical object . For Duration: Instant image may point out the illusion
instance, a sword that adds +1 to Casting Time : 1 round
to their compatriots and add +4
Area of Effect : 1 creature/missile to their saving throws.
attack rolls and damage and Saving Throw: None

allows its wielder to see in the Protection from Evil

dark would require two castings

of this spell to identify both prop- This is the mage's basic sorcer- Range: Touch

erties . Note that characters can ous attack. When it is cast, beams Duration: 2 rounds/level

also discover the purpose of a of energy streak from the wizard's Casting Time: 1 round

magic item by simple experimen- fingertips and strike any visible Area of Effect : Creature touched

tation-though the results can target unerringly for 1d4+1 dam- Saving Throw: None

sometimes be quite spectacular. age. A sorcerer may cast one mis-

The base chance of detecting sile for every two levels of This spell creates a

one property of an item is 10% experience-he has two at 3rd one-foot-wide magical barrier of

per level of the caster, up to a level, three at 5th, and so on. force around the recipient that

maximum of 90%. The DM The color and look of the mis- protects him from evil crea-

makes this roll. A roll of 96-00 siles reflects the personality of tures . Specifically, the barrier

gives the mage a false reading. the caster. A high level black wiz- inflicts a -2 penalty to the

ard might shoot acidic bolts of attack rolls of any evil being

Light darkness, while a white wizard that attempts to attack the pro-

Range: 60 yards fires beams of radiant light. tected character, and adds +2 to

Duration : 1 turn/level Regardless of their look, all magic saving throws caused by such

Casting Time: 1 round missiles have the same effect . attacks .

Area of Effect : 20 foot radius globe Evil sorcerers can cast the

Saving Throw: Special Phantasmal Force reverse of this spell, protection

Range: 60 yards +10 yards/level from good. This version has the

The light spell creates an illumi- Duration: Special same effects described above

nary globe that casts everything Casting Time : 1 round against creatures of good align-

' " _within a 20' radius in bright Area of Effect : 400 square feet + ment .

light. It can be cast upon 100 square feet/level

objects or creatures as Saving Throw: Special Read Magic

desired. Range: 0

If cast upon a crea- Phantasmal force can create Duration: 2 rounds/level

ture, the victim the illusion of any object, crea- Casting Time : 1 turn

may save ture, or force within its area of Area of Effect : Special

effect . It does not create sound, Saving Throw : None

The read magic spell allows a Spider Climb magical infravision . If the spell is
mage to read magically enchanted Range: Touch cast outside, strong winds will dis-
scrolls, arcane sigils, or any other Duration: 3 rounds +1 pel a wall offog in a single round.
writing of magical origin. Reading round/level
magical writing does not invoke Casting Time: 1 round 2nd Level
its power-except in the rare case Area of Effect : Creature touched
of curses . Once the spell is cast, Saving Throw : Negates Blindness
the wizard can always read the Range: 30 yards + 10 yards/level
writing again without recourse to The target of this spell gains Duration: Special
another read magic. the ability to walk up walls and Casting Time : 2 rounds
even ceilings, just like a spider. Area of Effect : 1 Creature
Shield The climber must have bare Saving Throw: Negates
Range : 0 hands and feet for this spell to
Duration: 5 rounds/level function properly. The charac- This horrible spell strikes a
Casting Time: 1 round ter's Move rate is 6, or 3 if heav- target completely blind . Only dis-
Area of Effect : Special ily encumbered. pel magic ends this evil sorcery.
Saving Throw : None While blinded, a victim fights at
Unseen Servant -4 to attacks, and opponents
The shield spell offers AC 3 Range : 0 gain +4 to their attack rolls.
against thrown weapons and AC Duration : 1 hour + 1 turn/level
4 against bows and crossbows. Casting Time: 1 round Blur
The shield also adds +1 to sav- Area of Effect : 30 foot radius Range : 0
ing throws against any attack Saving Throw: None Duration : 3 rounds +1
that comes from the wizard's round/level
front . A shield completely The unseen servant is an Casting Time: 2 rounds
negates the magic missile spell. invisible force that can carry Area of Effect : Caster
out simple tasks for the wizard Saving Throw: None
Sleep that conjures it . The force can
Range: Touch only manipulate objects of 20 Blur causes the image of its
Duration: 5 round/level pounds or less, and it cannot caster to shift and become dis-
Casting Time : 1 round attack or be attacked . An torted . All missile and melee
Area of Effect : Special area-effect spell that causes 6 attacks against the caster suffer
Saving Throw : None points of damage will dispel the a -4 penalty on the first attempt
servant, as will dispel magic. and -2 thereafter. Blur also
The sleep spell causes a number grants the wizard a +1 bonus to
of creatures to fall into a deep Wall of Fog saves vs . any magical attack .
comatose slumber. The spell Range: 30 yards
affects 2d4 Hit Dice of opponents . Duration: 2d4 rounds +1 Continual Light
Thus, a roll of 6 could affect three round/level Range : 60 yards
small monsters with 1 Hit Die and Casting Time: 1 round Duration : Permanent
a larger one with 3. Creatures with Area of Effect : 20-foot-cube + Casting Time: 2 rounds
the least Hit Dice are always 10-foot-cube/level Area of Effect : 60 foot radius
affected first . All targets must be Saving Throw: None Saving Throw : Special
within 30 feet of one other victim .
Only mortal creatures that sleep A wall offog is a bank of thick
naturally are affected by this spell. vapor that blocks sight and even

This is identical to the Forget tic illusion of the caster's choice.
1st-level light spell, though con- Range: 30 yards This improved spell can include
tinual light is much brighter and Duration: Permanent sounds (though not intelligible
permanent. Only a dispel magic Casting Time: 2 rounds speech), and it continues for
or magical darkness can negate Area of Effect : 20 foot cube two rounds after the caster
its brilliant glow. Saving Throw: Negates ceases concentration.
Invisibility
Darkness, 15' Radius Some call this spell the care- Range: Touch
Range: 10 yards/level less thief's best friend . When Duration : Special
Duration : 1 turn +1 round/level cast, it causes everyone within a Casting Time : 2 rounds
Casting Time : 2 rounds 20-foot cube to save vs . spell or Area of Effect : Creature touched
Area of Effect : 15-foot radius forget the events of the last turn. Saving Throw: None
Saving Throw : Negates Spellcasting rogues often find
this spell handy for wiping the The invisibility spell renders
Magical darkness is total and memories of guards who have the recipient and all his equip-
impenetrable. Creatures fighting caught them in unscrupulous ment completely unseen to nor-
within it suffer a -4 to their acts . mal vision as well as infravision.
attack rolls and saving throws. This enchantment remains in
Only a dispel magic or a direct Glitterdust effect until the invisible charac-
casting of light or continual light Range: 10 yards/level ter or the caster cancels it, until
will negate the darkness- Duration : Special the character attacks any crea-
thereby canceling both spells . Casting Time: 2 rounds ture, or after 24 hours have
Area of Effect : 20-foot cube passed. Attack rolls directed at
Detect Invisibility Saving Throw: Special an invisible opponent incur a -4
Range: 10 yards/level penalty. Invisible characters are
Duration : 5 rounds/level This enchantment creates a not silent, nor can they move
Casting Time : 2 rounds cloud of glittering particles through water or mud without
Area of Effect : 10-foot path within a 20-foot cube. Everyone giving away their position .
Saving Throw: None inside the cube must save vs. Knock
spell or be blinded for 1d4+1 Range: 60 yards
This spell allows the mage to rounds . Blinded characters and Duration: Special
see clearly any objects or crea- creatures suffer a -4 penalty to Casting Time : 1 round
tures that are invisible. Thieves their attack rolls, saving throws, Area of Effect : 10 square
hiding in shadows or other hid- and Armor Class . feet/level
den creatures are also revealed Saving Throw: None
unless they are behind solid Improved Phantasmal Force
cover. The wizard recognizes Range: 60 yards +10 yards/level This spell opens all barred or
the perceived objects and char- Duration : Special stuck doors, chests, chains,
i.acters as invisible or hidden . Casting Time : 2 rounds shackles, or other locks. Knock
Area of Effect : 200 square feet + will also open wizard locked
50 square feet/level doors, but only for one turn .
Saving Throw: Special
40 e Sorcery
Like the 1st-level phantasmal
force spell, this enchantment
creates a gigantic, entirely realis-

Levitate The mirror image spell causes rounds unless they save vs. spell .
Range: 20 yards/level 2d4 illusionary images of the The second effect of pyrotech-
Duration : 1 turn/level wizard to spring up around him.
Casting Time: 2 rounds This confuses opponents by nics is to create a choking funnel
Area of Effect: 1 creature or causing them to strike at the of smoke that lasts for one
object mimics instead of the caster. round per experience level of
Saving Throw : Negates Roll any successful attacks the caster. The smoke covers a
against the wizard randomly to volume roughly 100 times that of
The caster of this spell can see if he or one of the images is the original fire source. Anyone
magically levitate 100 pounds of hit . If the wizard is hit, he suffers within the cloud must save vs.
weight for each level of his expe- damage normally. If an image is spell or suffer -2 penalties to all
rience . The target can rise or hit, it disappears immediately. combat rolls and Armor Class.
lower at a move rate of 2 per
round . The spell does not con- Misdirection Ray of Enfeeblement
trol horizontal movement, so the Range: 30 yards Range: 10 yards + 5 yards/level
recipient must push himself Duration : 8 hours Duration : 1 round/level
somehow to move in any direc- Casting Time: 2 rounds Casting Time: 2 rounds
tion other than up or down. Area of Effect : 1 creature or Area of Effect : 1 creature
Regardless of the target, it is the object Saving Throw: Negates
wizard that controls the levita- Saving Throw : Negates
tion. The caster can cancel the This spell saps living creatures
spell at any time. Another favorite spell of thiev- of their strength and energy.
ing mages, misdirection creates Strength is lowered to 5 for those
Locate Object false information to confuse any targets that have ability scores .
Range: 20 yards/level detection spell. Whenever some- Target creatures suffer a -2
Duration : 1 round/level one casts a detection spell upon penalty to hit and -1 point per
Casting Time: 2 rounds the recipient of misdirection, the damage die rolled .
Area of Effect : Special detector must save vs. spell. If
Saving Throw: None the save is failed, the misdirec- Rope Trick
tion spell wins out and provides Range: Touch
This spell is a favorite for cast- the opposite information . Duration: 2 turns/level
ers who have been robbed by Casting Time: 2 rounds
one of Nehwon's many thieves . Pyrotechnics Area of Effect : Special
When it is cast, the wizard can Range: 120 yards Saving Throw : None
detect a familiar object within Duration : Special
range (20 yards per level of Casting Time: 2 rounds When cast on a rope between 5
experience) . Unknown objects Area of Effect: Special and 30 feet long, this spell causes
cannot be detected, nor can liv- Saving Throw : None one end of the rope to rise up
ing creatures . into the air and open an interdi-
Pyrotechnics uses an existing mensional "pocket ." The spell-
Mirror Image fire source to produce one of two caster and up to seven other
Range: 0 effects : The first effect causes a characters can then climb
Duration : 3 rounds/level dazzling display of fireworks that up into the pocket, and
Casting Time: 2 rounds lasts for one round. Everyone can even pull the rope
Area of Effect: 6-foot radius that can see and is within 120 feet in after them-
Saving Throw : None of the display is blinded for ld4+1 effectively

Sorcery 9 4 1

disappearing for the duration of is roughly 40 feet in diameter 3rd Level
the spell. Characters in the and 10 feet deep. Anyone within
pocket cannot be seen, though this area must save vs . spell Dispel Magic
they can see out as if there were a with a -2 modifier. Those who Range: 120 yards
small window centered around fail are stuck. Those who make Duration : Instant
their point of entry. No outsiders their save avoid the web only if Casting Time : 3 rounds
can attack or affect those inside the DM decides the victim had Area of Effect : 30 foot cube
one of these pockets in any way. room to dodge. If caught any- Saving Throw: None
way, those who made their save
Stinking Cloud can tear free of the web at twice Dispel magic has a chance of
Range: 30 yards the normal rate . negating any spell or magical
Duration : 1 round/level effect . To see if a particular
Casting Time : 2 rounds A Strength of at least 13 enchantment is dispelled, the
Area of Effect : 20 foot cube allows a character to tear his wizard's player tries to roll an 11
Saving Throw: Special way out of a web at the rate of 1 or higher on a d20. If the original
foot of webbing per round . caster of the spell was of higher
The dreaded stinking cloud is a Incredibly strong beings (18 level, the player must subtract
billowing mass of noxious Strength for characters) can the difference between the origi-
vapors that can choke and blind double this rate. Weaker char- nal caster's level and his own
those within it. Every living crea- acters cannot escape without wizard's level from the roll . If the
ture within its area of effect aid. player's mage is of higher level,
must save vs. poison. Anyone then he may add the difference
who fails to save is unable to Webs are extremely flamma- to his roll . A roll of 20 always
attack while within the cloud ble. A torch or other brand can succeeds, and a roll of 1 always
and for 1d4+1 rounds after exit- destroy an entire casting in a fails, regardless of level differ-
ing. Those who make their save single round. Everyone trapped ence . If a creature is responsible
may act normally, but must con- inside a web suffers 2d4 dam- for a magical effect, use its Hit
tinue to succeed in a save each age when this occurs . Dice instead of level when deter-
round . Strong winds disperse a mining any modifiers.
stinking cloud quickly, so its Wizard Lock
duration is halved if cast outside Range: Touch Dispel magic does not nor-
in even a moderate breeze. Duration : Permanent mally negate the magical effects
Casting Time : 2 rounds of any items carried by a target
Web Area of Effect : 30 square within its area of effect . If the
Range: 5 yards/level feet/level spell is cast directly at such an
Duration : 2 turns/level Saving Throw: None item, and the owner of the items
, . Casting Time: 2 rounds fails a saving throw vs. spell,
__70~ Area of Effect : Special This spell magically locks any then the item is rendered inoper-
JSaving Throw: Negates or 1/2 door, chest, or other lockable able for ld4 rounds, but the dis-
portal . Only breaking in, dispel pel magic has no other effect .
As its name implies, this magic, knock, or a wizard at
spell creates a giant least four levels higher than the Fireball
original caster can negate a wiz- Range: 10 yards + 10 yards/level
mass of sticky ard lock. Knock spells and Duration: Instant
spider's web. higher-level wizards do not dis- Casting Time : 3 rounds
The area of pel a wizard lock, but only Area of Effect : 20 foot radius
effect negate it for one turn. Saving Throw: 1/2

4 2 " Sorcery

Perhaps the most devastating Area of Effect: 10-foot radius of Casting Time: 3 rounds
spell in the black wizard's arse- creature touched Area of Effect : Special
nal is the fireball. When cast, a Saving Throw: None Saving Throw : None
flaming sphere streaks from the
mage's outstretched hand and This spell is identical to the When cast, this spell summons
slams into an area up to 10 yards 2nd-level invisibility spell, except 2d4 1-Hit-Die monsters to do the
+ 10 yards per level distant . The that it creates an aura of invisi- caster's bidding . The DM selects
damage this infernal blast bility in a 10-foot radius centered these creatures from the monster
causes is equal to ld6 times the around the recipient . Anything listings at the end of this book,
level of the caster (maximum within this circle when the spell choosing creatures appropriate
1Od6), and affects everyone is cast becomes invisible as well, to the terrain where the spell is
within the area of effect. Targets and is -4 to be hit . Any affected cast. The creatures attack the
who save vs. spell suffer only character who makes an attack mage's enemies or perform other
half the total damage . A charac- or moves out of the circle tasks to the best of their ability
ter who fails his own save must become visible . If the original until the spell expires, the mon-
make another for each com- recipient makes an attack, the sters are slain, or the wizard calls
bustible item he carries, such as invisibility is dispelled for every- off the attack. When the spell
clothes, scrolls, and wooden one . Characters who enter the ends, the monsters vanish and
weapons . Any item that fails this radius after the spell's casting return to their original locations .
secondary save is destroyed . do not become invisible .
Protection from Evil, 10' Radius
Hold Person Lightning Bolt Range: Touch
Range: 120 yards Range: 40 yards + 10 yards/level Duration : 2 rounds/level
Duration: 2 rounds/level Duration : Instant Casting Time: 3 rounds
Casting Time: 3 rounds Casting Time: 3 rounds Area of Effect : 10 foot radius of
Area of Effect : 1 to 4 persons in a Area of Effect : Special creature touched
20-foot cube Saving Throw : 1/2 Saving Throw: None
Saving Throw : Negates
This deadly incantation causes This spell functions exactly
One to four humans (or living, a 54oot-wide streak of powerful like the 1st-level black wizard
humanoid creatures) can be electricity to race from the spell, except with a 10-foot
held magically immobile by caster's hand and strike every radius centered on the spell's
means of the hold person spell . If character along its path. The bolt target . All non-evil characters
a single creature is within the damages every target directly within this circle gain the spell's
area of effect, its save vs. spell is between the wizard and the bolt's protection .
made at -3 . Two creatures save end-point. These victims suffer
at -1 each, and three or more ld6 damage per level of the caster. Protection from Normal Missiles
suffer no negative penalty. Those who save vs. spell manage Range : Touch
Those affected by the spell can- to dodge and suffer only half the Duration: 1 turn/level
not move or speak, though they total damage. The maximum Casting Time: 3 rounds
remain conscious and aware. length of a lightning bolt is 80 feet, Area of Effect: Creature
and maximum damage is IOd6. touched
Invisibility, 10' Radius Saving Throw: None
Range: Touch Monster Summoning I
Duration : Special Range: 30 yards
Casting Time: 3 rounds Duration : 2 rounds + 1 rd/level

Sorcery e 43



Any normal missiles such as more than one creature with a character's hit points beyond . ;,
arrows, axes, bolts, stones, or single casting, though the dura- their original total. _s" `
spears automatically miss the tion is divided by the number of
recipient of this spell. It offers no creatures touched. The spell can be reversed to
protection from missiles of magi- cause light wounds. To inflict l d8
cal origin, but reduces the dam- White Wizards points of damage, the mage
age of large missile weapons must touch the target by making
such as ballistaes or catapults by 1st Level a normal attack roll .
-1 point per die rolled .
Command Detect Evil
Slow Range: 30 yards Range: 120 yards
Range: 90 yards + 10 yards/level Duration: 1 round Duration : 1 turn +5 rounds/level
Duration: 3 rounds + 1 Casting Time : 1 turn Casting Time : 1 turn
round/level Area of Effect : 1 creature Area of Effect : 10-foot path
Casting Time : 3 rounds Saving Throw: None Saving Throw: None
Area of Effect : 40-foot cube, 1
creature/level By means of this spell, the white A white wizard casting this
Saving Throw: Negates wizard can give an intelligent crea- spell can detect any evil emana-
ture an order of a single word. The tion within range. This could
The opposite of haste, this victim must obey this order to the come from a person, place or
incantation halves the Move rate best of its ability and understand- thing. The caster can sense inten-
and number of attacks of those ing. A command of "suicide," sity as well. Undead beings, for
who fall victim to it. Slowed therefore, would be ignored, instance, radiate almost pure evil .
creatures have an AC penalty of though a command to "die" sends
+4, an attack penalty of -4, and the target into a cataleptic state Detect Magic
lose any bonuses to initiative, for 1 round . More typical orders Range: 30 yards
AC, or missile fire due to Dexter- include "back," "halt," "flee," Duration: 1 turn
ity. All saving throws made to "sleep," "stop," and "surrender." Casting Time : 1 turn
thwart the spell are made at -4. Regardless of the command, the Area of Effect : 10-foot path
spell effect lasts one round. Saving Throw: None
Water Breathing
Range: Touch Characters of 6th level or This spell functions exactly
Duration : 1 hour/level + ld4 higher, or creatures with more like detect evil in regard to magi-
hours than 6 Hit Dice, may save vs. cal emanations . It is identical to
Casting Time : 3 rounds spell to avoid the effects of a the 1st-level black wizard spell
Area of Effect : Creature touched command. of the same name.
Saving Throw: None
Cure Light Wounds Detect Poison
As its name implies, this spell Range: Touch Range: 30 yards
allows the recipient to breathe Duration : Permanent Duration : 1 turn + 1 round/level
water as if it were air. Any adven- Casting Time : 5 rounds Casting Time: 4 rounds
turer thinking of exploring the Area of Effect : Creature touched Area of Effect : Special
sunken kingdom of Simorgya or Saving Throw: None Saving Throw: None
the Halls of the Sea King had
best have access to this valuable This most basic of white wizard
enchantment. A caster can affect spells restores ld8 lost hit points
to any wounded character or
Sorcery 9 45 creature . This cannot raise a

Any poison, poisoned object, Light White wizards are often called
or food can be detected by a Range: 120 yards upon to feed those who do not
casting of this spell . One object Duration : 1 hour + 1 turn/level have adequate food for them-
or a 5-foot cubic mass can be Casting Time: 4 rounds selves . Spoiled meats, molding
checked per round. Stronger Area of Effect : 20-foot-radius stores, and tainted water can all
poisons radiate more strongly globe be made wholesome and tasty
than weak ones . Saving Throw: Special by means of this simple but
important spell .
Detect Snares and Pits This spell is identical to the
Range: 40 1st-level black wizard spell of Remove Fear
Duration : 4 rounds/level the same name . Range: 10 yards
Casting Time : 4 rounds Duration: Special
Area of Effect : 10 foot path Pass Without Trace Casting Time : 1 round
Saving Throw: None Range: Touch Area of Effect : 1 creature/4 levels
Duration: 1 turn/level Saving Throw: Special
This spell detects simple Casting Time : 1 turn
traps such as pits and deadfalls Area of Effect : Creature touched A recipient of this spell gains
or hidden natural hazards such Saving Throw: None +4 to saves to avoid the effects
as quicksand, crumbling ledges, of fear for one turn . If the target
or the snares of wilderness The recipient of this spell can fails to save against fear, he may
creatures . It does not detect walk through any type of terrain immediately make a second
complex mechanical traps or without leaving footprints . Only a attempt at +4 . The caster can
naturally poisonous plants or faint aura of magic emanates from affect one character for every 4
animals. the character's path, and this levels of experience .
fades ld6 turns after creation .
Entangle This spell can be reversed to
Range: 80 yards Protection from Evil cause fear. Any affected creature
Duration : 1 turn Range: Touch that fails its saving throw vs .
Casting Time : 4 rounds Duration : 3 rounds/level spell flees directly away from
Area of Effect : 40 foot cube Casting Time: 4 rounds the caster for ld4 rounds.
Saving Throw: 1/2 Area of Effect : Creature touched
Saving Throw: None Sanctuary
Grasping grasses, weeds, Range: Touch
bushes, and even trees grapple This spell is identical to the Duration : 2 rounds +1
and hold creatures within the 1st-level black wizard spell of round/level
area of effect of this spell. Any the same name, as is its reverse, Casting Time : 4 rounds
creature that rolls a saving protection from good. Area of Effect : Creature touched
throw vs . spell can move up to Saving Throw: None
Purify Food or Drink
10 feet per round while within Range: 30 yards Any hostile opponent trying to
the entangling flora. Duration: Permanent strike the recipient of sanctuary
Casting Time : 1 turn must save vs . spell. A successful
Area of Effect : 1 cubic foot per save means the opponent may
level strike the recipient normally, but
Saving Throw: None failure means he cannot directly
cause the character harm for the
duration of the spell. This does

46 e Sorcery

, 9° 1a~ e'l
~1 I

not protect the character from addition, the recipient gains a enchantments. Failure indicates
area attacks such as fireballs. If +l to all saving throws except that the spell is ruined and lost
the affected character makes those vs. spell . until rememorized.
any sort of action designed to
cause harm to another, the spell Charm Person Find Traps
is broken immediately. Range: 80 yards Range: 30 yards
Duration : Special Duration: 3 turns
2nd Level Casting Time : 5 rounds Casting Time : 5 rounds
Area of Effect : 1 person Area of Effect : 10-foot path
Aid Saving Throw: Negates Saving Throw: None
Range: Touch
Duration: 1 round +1 This spell is identical to the This spell grants the wizard
round/level 1st-level black wizard spell of the ability to detect all traps
Casting Time : 5 rounds the same name . within a 10-foot path 30 yards
Area of Effect : Creature touched long. Even traps concealed by
Saving Throw: None Dust Devil natural or magical means are
Range: 30 yards sensed, though they may still
When affected by the aid Duration : 2 rounds/level remain unseen. Detected traps
spell, a character gains +1 to Casting Time : 2 rounds are not disarmed, but the wizard
attacks and saving throws, as Area of Effect : Special can sense what type of action
well as ld8 additional hit Saving Throw: None will activate the trap .
points . These extra hit points
are available only until the limit A lesser air elemental springs Flame Blade
of the spell's duration . If the to life when this spell is cast . Range: 0
character suffers damage dur- The dust devil has AC 4, 2 Hit Duration: 4 rounds + 1
ing this time, the extra hit Dice, Move 18, and one attack round/level
points are lost before any nat- for ld4 damage. This swirling Casting Time : 4 rounds
ural hit points . cone of wind is roughly a foot in Area of Effect : Special
diameter, 5 feet tall, and 3-4 feet Saving Throw: None
Barkskin wide at the top. The wizard can
Range: Touch direct its movements with ver- This spell causes a 3-foot-long
Duration: 4 rounds +1 bal commands, but the dust sword-like blade of searing
round/level devil dissipates if it moves out flame to appear in the caster's
Casting Time : 5 rounds of the spell's range (30 yards). hand . Any creature hit by the
Area of Effect : Creature touched blade suffers l d4+6 damage, or
Saving Throw: None Dust devils can push away a 1d4+2 if the opponent is magi-
gas cloud (such as a stinking cally protected from or natu-
Barkskin causes a recipient's cloud spell), but it cannot dis- rally immune to fire . This spell
flesh to become as tough as perse it. If the ground is cov- does not function underwater,
tree bark . The target's Armor ered in dust or sand, the and a flame blade does not ;.
Class is now 6, minus 1 for elemental creates a count as a magical weapon
every four levels of the caster's 10-foot-diameter cloud that when striking creatures
experience. This AC bonus is obscures vision and blinds all immune to normal
fixed and may not be further within for one round after they weapons.
lowered by normal armor or emerge. Wizards trapped within
other magical protection . In such a cloud must save vs. spell
to successfully cast their own
Sorcery e 4 7

Hold Person halved. Thus, a character Speak With Animals
Range: 120 yards enchanted with a resist fire spell Range: 0
Duration: 2 rounds/level who successfully saves against a Duration : 2 rounds/level
Casting Time : 5 rounds fireball suffers only 1/4 the usual Casting Time : 5 rounds
Area of Effect : ld4 persons in a damage . Area of Effect : 1 animal within 30
20-foot cube feet
Saving Throw: Negates Silence, 15' Radius Saving Throw: None
Range: 120 yards
Other than its increased cast- Duration : 2 rounds/level The recipient of this spell can
ing time for white wizards, this Casting Time : 5 rounds communicate with any animal
spell is identical to the 3rd-level Area of Effect : 15-foot-radius (not monsters or undead). This
black wizard spell of the same sphere does not necessarily make the
name . Saving Throw: None creature cooperative or even
friendly. Animals tend to speak
Obscurement A silence spell can be cast on as one might imagine: turtles are
Range: 0 an area of ground, an object, or slow but fairly intelligent, rab-
Duration : 4 rounds/level even a person. Every sound bits are flighty and inane. Ani-
Casting Time: 5 rounds emanating within 15 feet of the mals are generally only aware of
Area of Effect : Special center of the casting is com- things that affect them directly.
Saving Throw: None pletely negated. They are not very intelligent and
have extremely short memories .
Obscurement causes a misty Since spells require the speak-
fog to arise in a 10x10-foot area ing of a few words, no spells can 3rd Level
at 1st level, a 20x20 foot area at be cast by a creature within a
second level, and so on. Visibil- silence spell. This makes it a Call Lightning
ity within the fog is 2d4 feet, and handy defense against rival sor- Range : 0
attacks are made at -2 to hit. cerers . Unwilling targets of the Duration: 1 turn/level
spell receive a save vs . spell, and Casting Time: 1 hour
Resist Fire/Resist Cold if successful, are unaffected . Area of Effect : 360-foot radius
Range: Touch Saving Throw: 1/2
Duration : 1 round/level Slow Poison
Casting Time : 5 rounds Range: Touch If call lightning is cast during a
Area of Effect : Creature touched Duration : 1 hour/level storm, the caster can call down
Saving Throw: None Casting Time : 1 round one bolt of lightning per turn.
Area of Effect : Creature touched The caster may perform other
This spell allows the recipient Saving Throw: None actions while waiting on a new
to completely ignore the effects . turn, but each bolt called
of mild cold or heat . It also A last-ditch measure for those requires 1 round of concentra-
Y r g any saving dying by poison, this spell only tion. The bolts automatically hit
prolongs the inevitable. It their targets, causing 2d8 +
-' vs .tnatural ormagical spellss negates the effect of any and all ld8/level damage to anyone
that use heat, fire, cold, or poisons within the subject until within 10 feet of the target point.
>, . ice to deliver damage. All the end of the spell's duration . A successful save vs. spell
damage sustained At that point, the poison reduces this damage by half .
resumes working.
_, from such an

attack is

48 9 Sorcery

.'Il~ill/j,lIIII F~!IIIII~'

Continual Light Dispel Magic Like hold person, this spell
Range: 120 yards Range: 60 yards effectively paralyzes ld4 animals
Duration : Permanent Duration : Special within its area of effect. This
Casting Time : 6 rounds Casting Time: 6 rounds works only on normal creatures
Area of Effect : 60 foot radius Area of Effect : 30-foot cube or 1 of 400 pounds or less, not on
globe item monsters, undead, or humanoids .
Saving Throw: Special Saving Throw: None
The caster decides how many
This spell is identical to the This spell is identical to the animals to hold. If one creature
2nd-level black wizard spell of 3rd-level black wizard spell of is affected, it has a penalty of -4
the same name . the same name. to its saving throw, two animals
have a penalty of -2, three ani-
Create Food and Water Glyph of Warding mals have a penalty of -1, and
Range: 10 yards Range: Touch four roll with no modification .
Duration: Special Duration: Permanent until dis-
Casting Time : 1 turn charged Locate Object
Area of Effect : 1 cubic foot/level Casting Time: Special Range: 60 yards + 10 yards/level
Saving Throw: None Area of Effect : Special Duration : 8 hours
Saving Throw: Special Casting Time : 1 hour
This spell conjures 1 cubic Area of Effect : 1 object
foot of good food and water per Glyphs of warding are used to Saving Throw: None
level of the caster. Each cubic keep intruders from passing a
foot can feed three normal certain point or opening a con- This spell is identical to the
humans for a full day. tainer or portal . Those who do 2nd-level black wizard spell of
not speak a preset "code word" the same name.
Cure Disease are affected by the sigil
Range: Touch inscribed in the glyph. Several Plant Growth
Duration : Special sigils may be used . The most Range: 160 yards
Casting Time : 1 round common explodes with lightning Duration : Permanent
Area of Effect: Creature touched or fire and causes ld4 damage Casting Time: 1 round
Saving Throw: None per level of the caster. Other sig- Area of Effect : Special
ils can cause blindness or deaf- Saving Throw: Special
This spell quickly removes the ness, at the caster's discretion .
effects of any one disease. Symp- A successful save vs. spell The caster of the plant growth
toms usually disappear within 1 halves damage from lightning or spell may choose one of two dif-
turn to 10 days, depending on fire sigils, and negates those ferent effects:
the severity and advancement of that cause blindness or deaf-
the disease at the time of the ness . The first effect causes normal,
casting. Regardless of the time it preexisting vegetation to grow,
takes to disappear, the disease Hold Animal entwine, and entangle any crea-
causes no further damage to its Range: 80 yards ture within a square 20 feet on a
victim . Duration: 2 rounds/level side per level of the caster.
Casting Time : 6 rounds Victims who move through
Area of Effect : 1-4 animals in a or out of this zone must
40-foot cube hack their way
Saving Throw: Negates through, and
have a Move
of 10. ,

Sorcery e 49

White wizards may also use Snare may only make one bend bars/lift
this spell to make a crop more Range: Touch gates attempt per hour. After 12
abundant or encourage growth in Duration : Permanent until trig- hours, the snare loses all magical
an otherwise unhealthy tract of gered properties and instantly frees its
land. This use of the spell covers Casting Time: 3 turns victim . The cord can be cut by a
an entire square mile . Plants Area of Effect : 2-foot-diameter magical weapon with at least a
within this area do not grow par- circle +2 attack bonus, though the
ticularly faster, but become Saving Throw: None bonus may come from the
healthier and heartier. Crops weapon itself or from an excep-
affected by this spell increase The wizard casting this spell tionally strong wielder.
their yield 20% to 50% (1 d4+1) . creates a magical snare of rope
or cord that is 90% undetectable Water Breathing
Pyrotechnics without magical aid. Any crea- Range : Touch
Range: 160 yards ture that steps into it is instantly Duration: 1 hour/level
Duration : Special bound, entangled, and (if one Casting Time : 6 rounds
Casting Time: 6 rounds end of the cord is attached to a Area of Effect : Creature touched
Area of Effect : Special tree or other flexible pole) Saving Throw: None
Saving Throw: Special hoisted into the air. This inflicts
ld6 damage on the victim . The This spell is identical to the
This spell is identical to the cord is magical, so only charac- 3rd-level black wizard spell of
2nd-level black wizard spell of ters with an 18 or better Strength the same name.
the same name . may break free, and even they

Lankhmar has been called many lhin&s: Cily of Thieves, Cily ofthe Black losa, Cily of

Sevenscore Thousand Smokes. The her oafeahrred in your group's advenhrrZs Will most

lilcely callLankhmar home. They will not be lonely here. Lankhnar isfilled With shady
rogues, obnoxious nobles, andfanalical priests. Even afev supenrahrral beings hrr1c in the

hvisling alleys ofthe shrmvling oily.

This chapter details many of they commit a robbery without ready for a change of pace,
the city's most intriguing paying the usual tithe to the there are monsters in the
denizens and organizations . Thieves' Guild, they will make wilderness of Nehwon, ancient
These descriptions are necessar- serious and unrelenting ene- ruins to explore, and fantastic
ily brief, so use your own imagi- mies . Similarly, if the group domains like the undersea
nation to flesh out the plots, slays an innocent man, his fam- realm of the Sea King .
personalities, and events that ily, his friends, and the City
interest you most. Watch most likely dedicate It is your job as Dungeon
themselves to bringing the curs Master to bring all of these ele-
Note: Some of the Lankhmar to justice . Consequences can ments together. Make the city
locations described in this chap- be pleasant, too: long-term come alive for your players.
ter are marked on the district friendships, allies rising to for- They should know that the
maps included in Nehwon Nights. tune, achievement of high mysterious Ogo the Blind will
Statistics for nonplayer charac- social status . fence their ill-gotten gains, and
ters include a numerical "social that Fasha will feed them
level ." See the Rulebook for an Finally, your group will even- should they be too poor to buy
explanation . tually become familiar with their own food . They should be
Lankhmar's geography. They aware that stealing without the
he City-Based can plan ambushes in approval of the Thieves' Guild
Campaign well-known alleys or even plot a carries serious risks, and they
likely escape route should a should have at least some idea
You'll probably set most of mission turn against them . who the most important and
your adventures within They'll know which districts to influential nobles are.
Lankhmar, the city proper. The walk at night, and which ones
most important reason for this even hardened warriors avoid. But don't simply tell them
is the number of nonplayer The characters should also these things. Show them as you
characters that your player have homes somewhere within play. Let them meet these char-
group can interact with . If you the city's many districts . Most acters and judge their personali-
role-play these personalities heroes will live in the crowded ties for themselves . And in turn,
well, it adds depth to the game tenements until they make their take a few notes as to how the
and makes the experience more fortune . A home provides the various denizens of Lankhmar
realistic . heroes with a place to be con- regard the heroes . If you main-
tacted and store their gear, as tain this network of friends,
Another advantage is that the well as making the whole expe- acquaintances, and enemies, it
characters' reputations become rience seem that much more will help you make adven-
extremely important in such a real . tures more realistic and
local setting . This reminds your draw players deep into
players that their characters' Of course, adventures that the many intrigues of
actions have consequences . If take place entirely within the the City of
city are necessarily tightly Thieves .
focused. When your group is

The City of Lankhmar 9 5 1

verview Pulgh lives in the Rainbow The City Watch
Palace of Lankhmar's walled
The City of Sevenscore Thou- Citadel District. The Citadel The Overlord exercises his
sand Smokes is a twisting maze of grounds border the city on one authority through the City
grimy alleys cut through here and side and sheer cliffs overlooking Watch. The largest concentra-
there by wealthier, cleaner the Inner Sea on the other. tion of the Watch is in the South
avenues. All types of men and Barracks. This compound is
women live within its oblong Though the Overlord is the nearly a fortress . It is located
boundaries- mysterious sorcer- most powerful person in the near the Grand Gate and can
ers, decadent nobles, and thou- city, he must share his authority hold a thousand men in times of
sands of thieves and adventurers. with the merchants and the trouble . Lesser barracks hold-
guilds . There is no formal com- ing anywhere from 12 to 50 men
The land the city was founded mittee where merchants and are scattered throughout the
on was cleared of savages and guildsmen meet, but the most city.
monstrous beasts by a great influential have the Overlord's
warrior named Rhan and his ear. If the Overlord doesn't listen Patrols are theoretically sent
unknown companions . A shrine to them, political and economic from these barracks day and
to this warrior now stands in the anarchy are sure to follow. night, but the men of most sta-
Festival District, and his bones tions are fairly lazy. They are
lie moldering in the Temple Dis- Pulgh Arthonax: Rogue; often bribed to ignore certain
trict as a God of Lankhmar. Level 1 ; Social level 15 ; Align- activities or even entire areas
ment CE; AC 10 ; Move 12 ; near their patrol routes . But in
Five gates service traffic in HP 5; THACO 20 ; Damage ld8 the better parts of the City of
and out of Lankhmar. The (broadsword). Ability Scores : Thieves, they do an admirable
fortresses that protect the gates Str 11 ; Dex 13 ; Con 13 ; Int 12 ; job of keeping the peace .
are anywhere from 40 to 50 feet Wis 10 ; Cha 10 .
tall and manned by at least two City Watchman: Warrior;
dozen of the City Watch. Most Elakeria was the niece of Glip- Level 1 ; Social level l+ld4;
ordinary citizens are not hassled kerio Kistomerces, the former Alignment N; AC 8; Move 12 ;
as they pass through the gates, Overlord, who died during the HP 6 ; THACO 20; Damage ld6
but obvious foreigners, wizards, Rat Plague. Once obese, she lost (short sword).
and troublemakers may be most of her fat to a strange
turned away or even imprisoned potion required to return the City Watch Sergeant : War-
at the Watch's whim . Gray Mouser to normal size rior ; Level 3; Social level
after his magical trip into the rat 1 + 1 d4; Alignment N; AC 7 ;
The current Overlord of world of Lankhmar Below. Elake- Move 12 ; HP 17 ; THACO 18;
Lankhmar is Pulgh ria's personality transformed as Damage ld6 (short sword).
Arthonax, a corrupt and cal well, and she became a
man-chasing flirt. The current City Watch Captian: Warrior;
lous man. Pulgh is a Overlord, Pulgh, has allowed Level 6; Social level 2+1d4;
despot. He will do most her to remain in the Rainbow Alignment LN ; AC 8; Move 12;
anything to further Palace . HP 6; THACO 20 ; Damage ld6
his own for- (short sword) .
tunes . Elakeria : Rogue; Level 1 ;
Social level 14 ; Alignment N;
AC 8; Move 12 ; HP 4 ; THACO
20; Damage ld4 (dagger) .

5 2 9 The City of Lankhmar

The City Jail cers use this four-storybuilding to
discuss metallurgical and busi-
The City Watch houses crimi- Lankhmar is famous for its ness affairs. By day, the upper
nals in a grim building in the numerous guilds, the most pow- floors serve as a noisy training
River District . Its crowded cells erful of which is the Thieves' ground for apprentice members.
extend for several levels below Guild . A character who belongs
ground and become progressively to a guild can expect aid and pro- Carpenters' Cadre House (10
filthier the deeper one goes . The fessional information from his ss/1 ba): The Carpenters, Ship-
previous Overlord, Radomix fellows, though against an overt wrights, and Wainwrights all use
Kistomerces, reformed the pris- threat only the Thieves' Guild this three-story house as the
ons and even closed certain and the Slayers' Brotherhood headquarters for their collective
areas, but Overlord Pulgh did not can help. Any of Lankhmar's guild . Most of the surrounding
long put up with such nonsense . guilds will quickly blackball a buildings belong to the Cadre as
member who causes them dis- well . The Cadre's nearness to
Punishment Square comfort or embarrassment. the Grain Gate is especially con-
venient, since merchants and
Public punishments and execu- The numbers in parentheses ship captains involved in the
tions take place in this large after each guild listing are grain trade are those who most
sunken area, usually called "the (first) the initiation fee and often use the Cadre's services .
Pit." The sides of the pit are carved (second) monthly dues.
into steps and slope gently Extortionists' Guild (20 gr/4 gr):
inwards, creating seats for the Animal Handlers' Guild House Most people believe this
thousands of spectators who often (10 gr/1 gr): The Animal Handler's five-story building is another of
come to watch the proceedings. compound encompasses several Lankhmar's many moneylending
buildings, most of them at least shops . In truth, it is the headquar-
The Grain Fields three stories tall. The howls and ters of a city-wide extortion
whimpers of a hundred beasts racket . The extortionists often
Lankhmar's primary industry constantly emanate from its thin cross paths with the powerful
is the grain market. Literally walls, accounting for the aban- Thieves' Guild, and so keep their
thousands of square miles of doned buildings that surround it. headquarters under tight security.
grain fields surround the walls
of the city. Fortunes have been Astrologer's Consortium (5 It is odd that the guild even
made in collecting, shipping, gr/1 gr): The Guild Mistress survives with such a powerful
and exporting this valuable and her staff live in this bizarre foe. Some guess that the Thieves'
commodity. It seems the people three-story structure. Its walls Guild tolerates the extortionists
who benefit least from this are covered in astrological sym- only so that they may occasion-
lucrative crop are the farmers bols and signs of the zodiac . ally blame the worst of their own
themselves . The main entrance is shaped deeds on them .
like the mouth of a great
Much of the grain marked for cyclops, with a single eye Fellowship of Physicians Hall
export via ship is brought above the door frame . Some (25 gr/4 gr): The Physicians
through the Grain Gate and say that the Astrologers can tell and Embalmers of
stored in mammoth silos in the fortunes for the right price. Lankhmar claim this
River District . The City Watch is building . It serves not
always on the prowl here- Blacksmiths' Guild House (20 only as their
more for rats from Lankhmar ss/1 ss): Blacksmiths and artifi- headquar-
Below than for human thieves. ters,

The City of Lankhmar " 53

but as a sort of hospital and ing for work report to the money from; the contents of the

funeral home as well . Unfortu- Mariners' Guild. Besides crew- manor's vaults are simply too

nately, most of the attending men of all types, this four-story tempting. Of course, this means

physicians are apprentices work- building houses hundreds of that numerous guards, magical

ing under the care of an aging nautical charts and maps. locks, deadly traps, and vicious

mentor. Treatment is cheap, but beasts are scattered about the

occasionally dangerous . Mercenaries' Brotherhood (2 Guild's halls and ground.

gr/5 gr): Adventurers looking for

Jewelers' Guild (120 gr/25 gr): hired swords visit this fortress-like Order of Apothecaries (20 gr/2

Both the Jewelers and the White- home of Lankhmar's mercenaries. gr): The apothecaries of

smiths use this very secure, The current Guild Master is Lankhmar meet in this six-story

five-story building . There are Muurosh, a veteran of several mili- building . Numerous storerooms

many valuables inside this struc- tary expeditions. Few clients full of mystical extracts and lab-

ture, so patrols of heavily armed renege on their contracts with the oratories sporting complex tan-

and armored guards patrol its mercenaries, for Muurosh has gles of glass tubing fill its

grounds carefully. been known to gather all the hired odorous halls . Signs of fires,

swords currently on his roster to explosions, and strange spills

Heralds and Messengers' Guild exact revenge. A fighter typically serve as subtle warnings to

House (10 gr/21 gr): The heralds hires out for roughly 10 times his prospective apothecaries . The
and messengers of Lankhmar are level in gold rilks per day. Warriors Order guards its building jeal-
capable of far more than simply very rarely work for someone of a ously, hiring the Slayers' Broth-

delivering written messages . lower Social Level. erhood and paying protection

Within their seven-story guild Merchants' Consortium Hall (40 money to the Thieves' Guild.
house are several important
areas. From the top floor, birds, gr/10 gr): If Lankhmar's mer-
Pleaders' Guild (20 gr/5xSocial
mirrors, and flags can all send a chants ever acted in concert, Level gr): The pleaders act as

message rapidly. This service is they would likely be the most barristers in Lankhmar's courts .
very expensive (1 gold rilk per powerful political force in the Their guild house is a repository

word, on average) . Just below are city. They cannot seem to rise for the city's numerous laws.
numerous scribes kept busy cod- above their own petty competi- Pleaders often hire adventurers
ing and decoding messages for tions, however, and so remain
to investigate cases for them or

their various clients. The Thieves' ununited and ineffective. The prove their clients' innocence.
Guild and the Slayers' Brother- Consortium Hall is filled with the
hood are frequent patrons, for
merchandise of its members . Slayers' Brotherhood (40 gr/10
obvious reasons . The guild is gr): The Slayers' Brotherhood is
Most of it is beautiful but
impractical-most likely
very strict about its service. a guild of assassins and thugs .

, . Members never divulge the con-- donated because the donor Their compound comprises

tents of a message. The few her- could not sell it. three buildings, the most

alds who have broken this code impressive of which is shaped

have been dismissed quickly Moneylenders' Guild House (100 like a sword. A special raised
gr/25 gr): Besides the moneylen- area around this building is kept
by Guild Mistress Ina.
i ders, moneychangers and several razor-sharp by the guild's

Mariners' Guild fences operate out of this magnifi- apprentices. It is always sharp

House (20 ss/1 cent manor. It is the only building enough to draw blood from any

ss): Sailors in Lankhmar the Thieves' Guild Lankhmart who carelessly

look- refuses to accept protection brushes up against it.

54 e The City of Lankhmar

Ili~_`\ltv~ >~011

Sorcerers' Guild House (80 gr/15 five-story building is a shop on Hamomel: Rogue; Level 12 ;
gr) : Most Lankhmarts stay well the first floor. It is the Tailors' Social level 8; Alignment LE;
away from this ominous tradition to maintain the Guild AC 7; Move 12; HP 50; THACO
seven-story building. Even the Master's shop here. Lankhmar's 15; Damage ld8 (rapier) .
adjacent tenements are deserted, social elite shop here often since Ability Scores : Str 14; Dex 17;
save for a few mad or desperate the Guild Master is the finest Tai- Con 12; Int 17; Wis 11; Cha 13.
beggars . The house was appar- lor in the city.
ently crafted from a single piece Hamomel is the current leader
of blasted black rock, and its The Thieves' Guild (2 gr/5 gr) : of the Thieves' Guild. He is a
entrance is the mouth of some What is commonly pointed out ruthless, vindictive man who
gigantic, horrible beast. The few as the Thieves' Guild House is uses assassins from the Slayer's
windows are irregularly shaped actually but one small building Brotherhood to settle his dis-
and set high on the structure . Few of the guild's massive com- putes permanently.
know how many sorcerers belong pound . Nearly all of the tene-
to the guild, and fewer still know ments in the surrounding blocks Hamomel is a friend of Over-
even a few of their identities. are owned by the thieves in lord Pulgh Arthonax as well. The
whole or in part. Catacombs and two of them sent two assassins,
Steersmans' and Navigators' passages riddle these blocks, the Death of Fafhrd and the
Guild (40 gr/10 gr) : A former allowing the thieves to enter and Death of the Gray Mouser, to
Guild Master squandered thou- leave without detection . Rime Isle to kill the Slayers'
sands of gold rilks to build this namesakes. The assassins came
beautiful but extravagant house The entrance to the main close but ultimately failed .
in the shape of a compass . The building is a simple low stone
three-story manor is made of doorway with two shallow steps . Bashabeck: Rogue; Level 9;
exotic woods imported from all The only other features are a few Social level 4; Alignment LE;
over Nehwon . Unfortunately, tiny, barred windows . On the AC 7; Move 12; HP 42 ; THACO
this magnificent structure is situ- rooftop-and no doubt several 16; Damage ld8 (broadsword) .
ated in the heart of the rundown adjacent rooftops-prowl any Ability Scores : Str 15; Dex 17;
wharf district, and so is little number of apprentice thieves Con 15; Int 15; Wis 14; Cha 12.
appreciated by Lankhmarts . The armed with slings .
current Guild Master and the Bashabeck is a "collector" for
navigators and steersmen who Far below the house lies the the Thieves' Guild. It is his job to
serve him are far more practical . crypt of the Dead Master collect payment from members
Thieves (see the end of the next who are late with their dues or
Stonemasons' Guild House (20 chapter, "The Gods of Nehwon") . who do not give the Guild a share
ss/1 ss) : Both the Architects' Guild members never enter of stolen loot. Bashabeck always
Guild and the Stonemasons' these subterranean chambers . wears an orange turban.
Guild of Lankhmar meet in this The guild's Master Thief is
impressive four-story building . responsible for sacrificing a Flim: Rogue ; Level 5; Social
The Guilds built this opulent share of the guild's loot to the level 4; Alignment NE; AC 8 ;
stone mansion together. undead creatures that lie silently Move 6; HP 14; THACO 18;
within, but even he is uneasy Damage ld6 (staff) .
Tailors' Guild (20 ss/1 ss) : The entering their grim tomb. Ability Scores: Str 11 ;
Tailors' Guild is poor in compari- Dex 16; Con 8; Int 14;
son to most others . The only Fafhrd and the Mouser raided Wis 13; Cha 9.
well-cared-for area of this the Thieves' Guild some time
back. Since then its members
have trapped its halls with numer-
ous devices and magical wards .

The City of Lankhmar " 55

Flim is the Guild's Beggar tume . Most of their wares are Her shop occupies only the bot-
Master. It is his job to supervise flamboyant affairs intended for tom floor of this five-story build-
and collect tithes from Lankhmar's many festivals . A ing. The remainder of "the Hole"
Lankhmar's beggars. Though he few more common outfits might is inhabited by the dregs of
is portly and crippled, he is sur- be found for those in need of a Lankhmar society.
prisingly quick and deadly with disguise, however.
his "walking stick." Financier: Rugo the Rich con-
Carroway the Cartographer: Car- ducts investments from this
lvlis: Rogue; Level 4; Social roway and his wife live in the well-kept office in the Mercantile
level 2; Alignment NE; AC 6; back of this cluttered shop. Maps, District . He loves to sponsor
Move 12; HP 11 ; THACO 19; charts, and thousands of scrolls trading expeditions and sound
Damage ld4 + poison (dagger). lie everywhere, but the near- business ventures, but usually
sighted Carroway always seems demands at least half of the prof-
IvIis was the mistress of able to find what he is looking for. its for himself.
Master Thief Krovas, but mur-
dered him over a valuable trea- The Clean Chin: Nalegrim is pri- The First Steppes: Most every-
sure. Ivlis is a clever and marily a barber. He also serves one planning an expedition out
manipulative schemer who had as an undertaker on occasion, of Lankhmar use this outfitting
far more influence on the affairs which suits his tall cadaverous service, though most avoid
of the Guild than most imagined . appearance . Though few know being seen there in the daytime
After her escape, Ivlis briefly it, Nalegrim has occasionally because the owner, Ooslip, is a
became one of the Gray used his undertaker service to Mingol. Ooslip's shop fills the
Mouser's many loves. dispose of bodies for the Slay- first two floors of the building,
ers' Brotherhood. Rumors of his home the next two, and the
hops Nalegrim's clever but cruel fifth is a crowded storeroom .
nature abound, however, and so
Black Nag Stables: The few of his barbershop customers The Forge: Blue-toes Baran is the
owner of these stables is trust him to shave their throats brawny and fortunate owner of
Ictio, a short, feral-looking man. when the shop is empty. this blacksmithing shop. He per-
Besides stabling horses for forms all the smithing for the
Lankhmar's visitors, he also has Dryv's Cloth Emporium : Dryv's South Barracks, including their
a permanent contract with the main business is the import of armor and weapons . A large anvil
South Barracks . Ictio also buys fine cloth . His dealings with for- sits outside the Forge. Baran
and sells a few horses . eign ships and caravans give boasts that only he can lift it, but
him a vast network of connec- he keeps it secretly secured from
The Black Rose: Tonym the tions . Dryv has occasionally beneath just in case. The smith
apothecary sells simple poul- organized his own caravans to lives in the upstairs of his
- I tices and potions intended to retrieve unusual finds . These two-story building .
expeditions typically require
cure common ailments . guards, explorers, fast-talkers, The Golden Globe: Rathmar, a
and occasionally thugs . glassblower, is a huge, hairy man
Carnival Costumes : The who generally frightens people-
- proprietors of this The Ferret Hole: Kivi runs this until they hear his high, squeaky
small scribe shop in the Tender- voice, which is the unfortunate
shop always loin District. Kivi actually makes result of an accident he suffered
most of her income from forgery. when he was an apprentice . Rath-

56 9 The City of Lankhmar

mar does not like to be laughed The Keyhole : A small, quick lanterns . He is also responsible
at, but fortunately is as forgiving man with long, delicate fingers for lighting the lanterns of Festi-
as he is strong. named Pickett owns this lock- val during night celebrations .
smith shop. Most Lankhmarts
Harrag's Sweetshop : Harrag know that Pickett works both Narron's Fine Foods: Narron is
makes sweets from both com- sides of the law-he sells both a short, portly man who some-
mon and exotic spices and sug- locks and lockpicks . For a fee how manages to gather delica-
ars . He often roams the streets determined by the job, Pickett cies from all over Lankhmar. He
of the Mercantile District hand- unlocks any safe or chest that is sells fruit from Klesh and the
ing out free samples to entice brought to him . The locksmith Cold Wastes as well as salted
people into his shop. is meticulous in his approach, meats from the Eight Cities to
and may take days to ensure slaves and servants of
House of Knowledge : Dymyrra, there are no traps or protective Lankhmar's wealthy.
an elderly sage, maintains this enchantments on the lock he is
vast collection of books, charts, to pick. He usually keeps an Nattick Nimblefingers the Tai-
and scrolls gathered from all extra key to any of the locks he lor : The Gray Mouser's on-again,
over Lankhmar. Browsing the sells or installs, and might be off-again friend runs this small
library costs 1 gold rilk per willing to sell one for a price . tailor's shop. The portly, ner-
hour, and nothing may ever be vous Nattick sweats constantly
removed . Scribes copy materi- Lamps and Torches: The owner yet never seems to stain the bril-
als at 1 rilk per page. of this shop, Virrx, sells chande- liant fabrics he works with.
liers, candles, lamps, and

The City of Lankhmar " 5 7

Nattick Nimblefingers: admission, children an iron tik. them to a dimly-lit room and asks
Rogue; Level 1 ; Social level 3; Few believe that all of Katria's them to wait on "her master."
Alignment N; AC 7; Move 12; collection is genuine, but most Then she returns in disguise to
HP 4; THACO 20; Damage l d4 are sure at least some of her arti- perform her appraisal. Eyes is a
(dagger). Ability -Scores: facts are the real thing. In truth, thin woman with pale skin and
Str 10; Dex 17; Con 14; Int 11 ; many of them are. straight black hair. Ogo appears
Wis 11 ; Cha 13. as a large man with a gravelly
Rennago's Gems and Jewelry : voice . No other detail is usually
The Needle's Point: Eesafem, a Rennago is a small, beady-eyed visible since Eyes keeps her false
shaven, exotic woman from the man with an eye for fine dia- persona cloaked in darkness.
mysterious east, sells finely monds and other jewels. His shop
crafted jewelry from this simple contains a wide assortment of Shop of Nemia of the Dusk:
storefront . She is heavily tattooed, rings, necklaces, and raw stones . Nemia's shop is located next to
and regularly receives new ones Rennago occasionally sponsors Ogo's, and is in fact connected by
from a female tattoo artist who gem-finding expeditions, usually a secret passage . Like Ogo, Nemia
rents one of her rooms. including hired swords for protec- is one of the best known-if less
tion from bandits . trusted-fences in Lankhmar.
Eesafem: Rogue; Level 1 ;
Social level 6; Alignment CE; Shop of Ogo the Blind: Ogo the Nemia of the Dusk: Rogue ;
AC 7; MV 12 ; HP 3; THACO 20; Blind is one of the best fences in Level 6; Social level 4; Align-
Dmg ld4 (dagger) ; SA Poison . Lankhmar. Most goods can be ment CN; AC 7; Move 12;
Ability Scores : Str 10; Dex 17; sold for a 10% commission. HP 13 ; THACO 18 ; Damage ld4
Con 12; Int 15; Wis 13; Cha 16. Especially "hot" items may (dagger).
cause Ogo more trouble, and
Eesafem is the daughter of a thus cost the thief more. The Nemia is a lustful and attractive
Horborixen noble but was taken outside of his shop appears to woman who claims to be one of
into the King of Kings' harem. be a pupilless eye . the greatest thieves in Lankhmar.
There she was shaved and tat- While this is undoubtedly exag-
tooed and eventually driven mad Ogo/Eyes of Ogo : Rogue; geration, her boasts have helped
by constant abuse . Death once Level 5; Social level 5/0 ; her become a successful fence.
used Eesafem in an attempt to Alignment CN; AC 8 ; Move 12;
slay the Gray Mouser, but the HP 14; THACO 18; Damage l d4 Silversmith : Iriam's shop is tidy
wily thief soon seduced her and (dagger). Ability Scores: Str 9; and well-kept, but merchandise
foiled the god's plot. Dex 16; Con 12 ; Int 17; Wis 13; on-hand is scarce for silver is
Cha 15. expensive, and Iriam's husband
Palace of Oddities: Katria is per- and sons do little but live off her
Though very few are privy to this meager earnings. Iriam's skill in
s J haps as great a storyteller as she secret, Ogo does not truly exist . His working silver is great, however,
is a collector. Her "museum" is supposed servant, the Eyes of Ogo so occasional special orders
full of strange artifacts from all (or more commonly "Eyes") is keep the family fed .
-'-, over Nehwon. She even actually the master fence. She
claims that one relic in her maintains this disguise to protect Sword's Gleam : Rivis Rightby is
possession is the actual herself and perhaps make "Ogo" the owner and chief weapon-
- jug of the deity Issek. more dramatic and thus profitable. smith of this establishment . He is
Adults pay one well-known for being tidy and
bronze agol When a thief brings goods for wasting little time in collecting
for Ogo's inspection, Eyes takes

58 " The City of Lankhmar

debts-occasionally with the foiled Lankhmar's most guarded run this lower-class restaurant .
help of the Slayers' Brotherhood. locations. Others have per- Much to Mhiril's displeasure,
formed incredible assassinations Bannat spends more time at the
Rightby's weapons are of such that have baffled the Overlord's House of Red Lanterns (a
high quality that there is a authorities for years. brothel) than he does helping
chance any given weapon will her cook, clean, and otherwise
increase its wielder's effective- Wig Shop : Laaryana sells wigs, run their squalid business .
ness . Roll ld6 whenever one of makeup, and a few costumes to
his weapons is purchased. On her (admittedly few) clients. The Black Kettle : Thazzi was once
1-3, the weapon functions nor- Most of her money actually a marine serving in Lankhmar's
mally. On 4-5, the blade adds +1 comes from the Thieves' Guild, fleet. He lost his left hand and right
to hit and damage. On 6, the which uses her talents when in eye to a Mingol some years ago,
blade adds +2 to hit and damage. need of disguises . and opened this rundown tavern
All of Rightby's swords cost to support his wife and daughter.
double the normal price. The Water Clock: Glinthi is an Unfortunately, a local gang known
artificer known for clockmaking. as the Bloody Blades takes most of
Rivis Rightby: Warrior; Outside his shop stands a Thazzi's profits as protection
Level 2; Social level 4; Align- tremendous, intricate water money. Because of this, the Black
ment LN ; AC 8; Move 12 ; HP 8; clock that lends the place its Kettle's food is adequate at best
THACO 19 ; Damage ld8 (long name. The clock is very valuable, and the drinks are watered-down .
sword) . Ability Scores : Str 15 ; so Glinthi hired an unknown For obvious reasons, Mingols are
Dex 14; Con 13 ; Int 12 ; Wis 13 ; mage to cast several wards and not welcome here.
Cha 11 . protective enchantments on it
long ago. Glinthi has the odd Blue Moon: The Blue Moon is
Tanitha's Pets: Tanitha is origi- habit of scrawling his ideas on best known for its owner, Krow-
nally from Horborixen . She sells the white walls inside his shop. nis the Hag. Besides running the
and trains animals such as dogs, dilapidated tavern with its peel-
cats, leopards, birds, and other, Yun's Bakery: Yun and Shia are ing blue walls and slanted roof,
more exotic pets . Before the Rat well-known for their excellent Krownis tells fortunes for 3 gold
Plague, she trained pet rats as breads and pastries . They are rilks. Though she is fairly percep-
well. Tanitha occasionally sells very generous, and leave left- tive, these predictions are no bet-
specially trained pets to the over food on their doorstep ter than those offered by carnival
Thieves' Guild to help them per- each night for the poor. What performers. Krownis can actually
form especially difficult crimes. isn't known about the couple is tell limited but true fortunes for
that they are devout followers of 600 gold rilks. She keeps this a
Verria's Toy Shop : To most, Ver- the Rat God. They have many little-known secret, because use
ria is a loved and admired artisan. friends and contacts in the rat of the power ages her ld6 years.
Her intricate toys are expensive, community of Lankhmar Below.
but she donates scores of them to Fleeria's House of Pleasures:
the poor during the holiday nns, Taverns, Madam Fleeria runs this
known as High Astorian. and Parlors cheap brothel. Her clients
are typically those with
What few know is that Verria The Begging Bowl: Bannat tastes outside the
actually spends most of her time and Mhiril, husband and wife, normal sphere of
making more diabolical cre- decadence.
ations for the Thieves' Guild and
the Slayers' Brotherhood. Some
of her mechanical creations have

The City of Lankhmar " 5 9

The Gold Rilk : The Gold Rilk is House of the Bear: Dromik, a Last Chance: "Fatty" Narg's gam-
a clean and well-cared for tav- native Lankhmart, owns this bling house is one of the most
ern . Its owners tolerate no stone tavern and gambling par- popular in Lankhmar. His games
deadbeats, thieves, or con-men lor. He rarely takes a hand in the are much more fair than most,
as well, so patrons can enjoy day-to-day business of the place, and the Slayers' Brotherhood is
the tavern without fearing for however, preferring to leave that paid to keep out undesirable ele-
their wallets. What few know is to his Ilthmart aide, Marta. ments. The basement of the Last
that the Gold Rilk is so safe Marta, a crafty woman, keeps Chance is occasionally home to
because it is actually a front for the drinks cheap and the gam- more gruesome and dangerous
the Slayers' Brotherhood . bling stakes high. contests, such as cobra-kissing
and dagger-catching.
The tavern is riddled with House of Red Lanterns: Another
secret passages and revolving of Lankhmar's numerous houses Pulg's Tavern: Pulg's Tavern is
booths, and the back entrances of ill repute, this one also serves relatively clean and affordable .
are guarded and trapped. The as a quasi-guild for such estab Its owner, Pulg the Extortionist,
Tavernkeeper is "No-Nose" lishments . The current Mistress used the building as a front for
Grossel, once a highly success- of the house is Lessnya, a his protection racket . Pulg was
ful assassin of the Brotherhood . wealthy woman who had her eye once a vile person, until he con-
plucked out by the birds of Tyaa verted to Issekanity (hence his
The Golden Lamprey: This is (see "Monsters of Nehwon") . two alignments). Pulg did not
one of Fafhrd's favorite drinking Lessnya is a bright and give up his career as an extor-
spots . Though it is in the extremely attractive woman. She tionist after converting, but did
wealthy Cash District, the is also a survivor, and even channel most of his ill-gotten
Golden Lamprey is known for its turned her missing eye into an profits into building new
nightly brawls . Its portly, dour advantage by replacing it with churches for Issek. Though Pulg
owner, Balfus, keeps a few hired an exquisite golden orb. himself has been missing since
swords on hand to stop fights the Gods of Lankhmar erupted
that get out of hand . But he tol- Lessnya: Rogue ; Level 1 ; from their dark temple, his
erates most fights, because the Social level 4; Alignment N; henchmen have managed to
losers must pay for broken AC 10 ; Move 12 ; HP 3 ; keep both the tavern and the
glasses, tables, and chairs . THACO 20; Damage ld4 + poi- extortion business afloat .
son (dagger) . Ability Scores :
The Horse and Cart: Sleg Str 9; Dex 13; Con 14 ; Int 11 ; Pulg : Rogue; Level 6; Social
Wis 10 ; Cha 18. level 3; Alignment CE/CN;
Nivves runs the Horse and Cart, AC 8; Move 12 ; HP 19 ; THACO
The Jolly Otter: Located at the 18 ; Damage ld6 (short sword).
an overpriced inn in the Cash heart of the Festival District, the Ability Scores : Str 13 ; Dex 15;
Jolly Otter inn is usually host to Con 13 ; Int 16 ; Wis 11 ; Cha 17.
District . His servants are. one group of revelers or another.
One week's festivals might The Rat's Nest: Some guess Kell
equally snooty and demand attract stern religious folk was once a gladiator, given his
attending solemn observances, incredible fighting skills, He
excessive tips from the inn's and the next might bring wild runs this run-down tavern . The
barbarians celebrating a wild rowdy customers the Rat's Nest
\,-& _, patrons. Only wealthy mer- and bawdy holiday. attracts are not particularly
chants and visiting nobles can welcomed by other residents of

afford Nivves prices . Even

the meals at the inn,

though excellent, can

sometimes cost as

much as 200

rilks.

60 " The City of Lankhmar

the Mercantile District, but few Lilyblack: Rogue ; Level l ; otable
care to voice their opinions Social level 2 ; Alignment N; Homes and
openly to the short, silent, and AC 10; Move 12; HP 4; THACO Tenements
moody Kell. 20; Damage ld4 (dagger) .
Ability Scores: Str 12; Dex 13; Artful Hands: These apartments
The Rusty Dagger: The crowd Con 17; Int 13; Wis 14; Cha 17. are owned and operated by the
that frequents the Rusty Dagger Thieves' Guild . All the renters
is a closed clique . Warriors, mer- Lilyblack likes gifts . If a male are apprentice thieves who can-
cenaries, city guardsmen, and character shows interest in her, not afford to stay anywhere else.
even northern barbarians are the she may return the interest, so Over 70 of these miserable
inn and tavern's rough clientele . long as she sees an attractive "plebes" live in this chaotic tene-
Newcomers are only tolerated if ring, jewel, or other trinket on ment at any one time . Rent here
they can prove themselves in his person . If he gives it to her, is a single gold rilk per month .
some way. The innkeeper, Teskia, she may let the romance pro-
was once a caravan guard, and ceed so far as she feels the gift Few enjoy their stay at the
still entertains the crowds with merits . Artful Hands because the elder
her incredible tales . thieves use the tenement to test
At one time, the Gray Mouser their young students . Traps are
The Silver Eel: The Gray Mouser's and Grilli, a lethal assassin com- set in the hallways, locks are
favorite tavern attracts a diverse peted for her affections. Grilli changed without giving the
range of clientele. Wealthy mer- eventually discovered that the renters new keys, and neigh-
chants, shady con-men, and Min- Mouser was even deadlier than bors are often required to steal
gol pirates all converse in its he. from their fellows .
shadowy booths. The tavern's
owner, Braggi, is generally a Tossig's Den : Now run by Kessik Dickon's House : Dickon was once
good-natured fellow, but he can be (Tossig died several years ago), a great thief. Though still a mem-
vengeful to those who owe money. this grimy parlor features shady ber of the Guild, he is now more a
gambling, tawdry dancing girls, planner than a participant . His
Braggi: Rogue; Level 1 ; Social and plenty of feisty spirits . sturdy stone home sits in the infa-
level 4; Alignment N; AC 10; mous Tenderloin District .
Move 12 ; HP 7; THACO 20 ; Wheel of Fortune: "Lucky"
Damage ld6 (cudgel) . Aliandra runs this gambling Dickon: Rogue ; Level 4; Social
Ability Scores : Str 17; Dex 11 ; house. She is a crafty woman, level 6; Alignment LE ; AC 10;
Con 15; Int 15; Wis 12; Cha 16. and pays protection money to Move 12; HP 14; THAC0 19;
the Thieves' Guild to keep the Damage ld4 (dagger) .
Braggi is jovial and courteous- place safe from robbery and Ability Scores : Str 8; Dex 9;
at least until someone slights him. angry customers . The upper Con 9 ; Int 17; Wis 10; Cha 11 .
He has occasionally hired thugs floors of this four-story building
to fight his battles for him. contain cheap apartments . Dickon is growing old
and weak, but his mind is
The Tall Mug: The Tall Mug is a The Whistling Fish: The Whis- still sharp. Fledgling
bright and cheerful tavern that tling Fish is one of the quieter thieves who gain
stays relatively busy. The owner taverns in Lankhmar. Its owner, a
is a man named Mannacor, who young man named Zarrl, caters
is sometimes assisted by his more towards Lankhmar's
daughter, Lilyblack . well-mannered middle class than
most such establishments .

The City of Lankhmar 9 6 1

Dickon's trust might find him a Hisvin's House: Hisvin, the He is a member of the Council
valuable source of advice and "grain merchant," once lived in of Thirteen, which rules all rats
support. this expensive but relatively on Nehwon, who know him as
plain house with his daughter Lord Null . He is a sober, surely
Eagle's Nest: This is yet another Hisvet . Thanks to Fafhrd and being who holds most of human-
huge, dilapidated tenement in the the Gray Mouser, the two were ity in contempt . Both Hisvin and
Tenderloin District . Its name is revealed as Ilthmart wererats his daughter remain threats to
derived from its height-six sto- conspiring to lead the rats of the people of Lankhmar.
ries-but some joke that the Lankhmar Below in a great revo-
building's name comes from the lution . Visiting Ilthmarts, who House of Basharat : This is the
holes in the roof and floors cov- consider Hisvin and Hisvet home and office of Basharat, a
ered with droppings. Monthly rent saints, treat the now-abandoned powerful extortionist . It is a
at the Eagle's Nest is 4 gold rilks. home as a shrine . well-kept, three-story manor,
built off the profits of others .
The Goose Downs: This is a Hisvet: Warrior/Blk Wiz 6/5;
run-down tenement in the Mercan- Social level 4; Alignment CE ; Basharat: Rogue 8; Social
tile District . The landlady is Sybil, AC 8 ; Move 12 ; HP 30 ; level 4; Alignment LE; AC 8;
a violent woman who chases away THACO 16 ; Damage ld8 Move 12 ; HP 32; THACO 17;
as many husbands as renters . (rapier) or ld4 (crossbow) . Damage 2d4 (khopesh).
Rent: 6 gold rilks per month. Ability Scores : Str 10 ; Dex 12 ; Ability Scores: Str 16 ; Dex 16;
Con 15 ; Int 17 ; Wis 13 ; Cha 18 . Con 13 ; Int 14; Wis 13; Cha 11 .
Hastirelo the Sick: Hastirelo is a
kindly hedge (white) wizard who A petite, stunningly beautiful Basharat is a crude but clever
lives in a dilapidated shack in young woman with pure white extortionist . He was one of
the Marsh District . He casts hair, Hisvet was a prime force Pulg's rivals before the latter
minor spells and cures lesser ills behind the Rat Plague. She is went missing.
for a charge based on the Queen of Rats, and rules
patient's ability to pay. Unfortu- Lankhmar Below. Her beauty House of Grom : Grom is a trea-
nately, Hastirelo cannot seem to hides a monstrous nature . surer of the Thieves' Guild. He
cure his own illness-desire for has recently come into conflict
strong drink. He wastes his She dabbles in black magic and with his fellow thieves and so
money and time, never really has installed dozens of new
improving his skills or situation. knows how to brew potions of locks and traps and enlisted a
dimunition and uses them to trio of hired swords.
Hester's House: Hester is a
small, condescending grain mer- travel back and forth between
chant. His magnificent Lankhmar Below and the surface.
three-story home is located near
~~the source of his business in Hisvin : Blk Wiz 10 ; Social Grom : Rogue; Level 5; Social
level 9; Alignment LE; AC 8; level 4; Alignment LE ; AC 10;
the River District. Hester is Move 12 ; HP 30; THACO 17 ; Move 12 ; HP 13; THACO 18;
particularly fond of strange Damage ld4 (dagger) . Damage ld6 (short sword).
sculptures and fills his Ability Scores: Str 10 ; Dex 14 ; Ability Scores : Str 10; Dex 13;
halls and gardens Con 13 ; Int 17 ; Wis 14 ; Cha 16 . Con 9 ; Int 16 ; Wis 10 ; Cha 12.
with these valu-
able prizes . Hisvin appears to be a with- Once a confident and compe-
ered old man, but he is actually tent thief, Grom is now more a
quite spry, as well as a danger- planner than a performer.
ous black wizard. Recent disputes with the Guild

62 9 The City of Lankhmar

have caused him to become 20 ; Damage ld4 (dagger) . haunted . Privacy is limited
paranoid that his fellows will Ability Scores : Str 10 ; Dex 13; because the rooms are part of
attempt to do him in. Con 17; Int 12 ; Wis 7; Cha 11 . one large house.

Magistrate Bellis : Bellis is a Snarve's House : Snarve is the Turkyl's Tenements: This . :,.
portly, corrupt judge of the nephew of the former Overlord six-story building is yet another
Lankhmar Court . His lavish of Lankhmar, Glipkerio of the Tenderloin District's many
home was built on bribes, graft, Kistomerces . He is also a run-down tenements . Alyx the
and blackmail . Bellis maintains a first-class thief and member of Pickpocket and a clever group of
staff of abused servants to care the Thieves' Guild . As such, his freelance thieves who thumb
for his every need. He relies on home and the numerous trea- their noses at the Thieves' Guild
payments to the Thieves' Guild, sures within are off-limits to live somewhere within this mam-
guards, and even a trio of prospective burglars. moth firetrap. The rent is higher
trained leopards to guard his than it ought to be in this dis-
many treasures . Snarve: Rogue; Level 4; Social trict : 12 gold rilks per month .
level 12 ; Alignment CN; AC 8 This tends to indicate the land-
Muulsh's House: Muulsh is a (leather armor) ; Move 12; lord knows most of his tenants
careless but wealthy moneylen- HP 13; THACO 19; Damage ld4 are mainly concerned with hid-
der. His home has been burgled (dagger) . Ability Scores : ing from someone .
on several occasions but Muulsh Str 13; Dex 14; Con 13; Int 11 ;
seems to care very little . Wis 10; Cha 9. Alyx the Pickpocket: Rogue;
Level 4; Social level 2 ; N; AC 7;
His strong-willed wife Atya Squall's Tenements: Squall is a Move 12 ; HP 17; THACO 19;
was actually an avatar of Tyaa. middle-aged woman with power- Damage ld6 (short sword) or
She fell from the top of Tyaa's ful connections to the Thieves' ld4 (throwing dagger) .
temple after being defeated by Guild . Her squalid tenements are Ability Scores: Str 13; Dex 17;
Fafhrd and the Gray Mouser, but linked directly to the Guild Con 14; Int 12; Wis 14; Cha 14.
her body was never found . Her House, though only she and a
fate is unknown . few of the elder thieves know Alyx lives in defiance of the
the passage's location . Her rent Thieves' Guild . She has occa-
Muulsh himself is a large and is 8 gold rilks per month . sionally joined Fafhrd and the
unattractive man. Only his Gray Mouser on their adven-
wealth and his influence in The Tombs: This building was tures but is wary of their fre-
Lankhmar's affairs makes him an once a grand mansion, but in quent carefree recklessness.
attractive bachelor now that his recent years it has become a
former wife is (presumed) dead. flophouse for poor tenants . its and Artists
No one knows who owns the
Atya: Rogue; Level 4; Social building, but a group of hired Rokkermas and Slaarg :
level 8; Alignment LE; AC 10; guards comes around once a Rokkermas and Slaarg are
Move 12 ; HP 10; THACO 19; month to collect rent. Some sculptors-most say the
Damage ld4 + poison (dag- say that a great tragedy-per- finest in Nehwon . Their
ger). Ability Scores: Str 10; haps even a murder-occurred shop consists of two
Dex 11 ; Con 9; Int ; Wis 15 ; here and forced its owner into three-story
Cha 16. his or her current anonymity. buildings
Rent is only 2 gold rilks per across
Muulsh : Rogue ; Level 1; month, but some say the place is
Social level 9; Alignment LN;
AC 10; Move 12 ; HP 6; THACO

The City of Lankhmar 9 6 3

the street from one another. A poverty, and has only recently their god or goddess begins to

walkway attaches the third floor made a comeback under a pseu- lose followers .
donym. His new series, The Glo-
of each studio . Rokkermas is ries ofLankhmar, is a tribute Temple of Aarth: Because Aarth

temperamental and sometimes
rude . Slaarg is more hospitable, which, unfortunately, paints even is one of the most popular gods
and primarily acts as Rokker- the Overlord's most heinous acts in Lankhmar, his magnificent
mas'agent and planner. in a glorious and heroic light.
temple stands at the head of the
Himakkos seems to have learned Street of Gods . The temple is
Grand Playhouse: The Society his lesson at the cost of his artis- actually a complex of several
of Joyous and Sorrowful Comedi- tic integrity. Of course, the opu- buildings . The front entrance is
lent three-story manor he now formed by a half circle of pillars
ans, Rapturous Playactors, occupies helps soothe the leading to the vestibule. Just

Graceful Dancers, and Melodi-
ous Songsters uses this theater wounds of his forfeited soul . beyond is the main cathedral,
which rises dramatically through
as its home and guild headquar- Merry Players: These non-guild all five of the chamber's open
ters . The theater itself, shaped
actors and actresses perform on stories. Radiating from the cathe-
like a three-story pentagon, is the streets of Lankhmar. They dral are many lesser rooms.

situated on popular Carter The rest of the buildings in the
Street in the Mercantile District . live together in a three-story
The Guild Master of the "Soci- building in the Tenderloin Dis-
compound house the priests of
Aarth and their apprentices .
ety" is Samous (sometimes trict under the direction of the Many of Aarth's worshippers are
called Sinuous) . He is a sly arti- clever Kamina, their de facto
san capable of dancing, singing, leader. Kamina is a young, slen- wealthy nobles who frequently
acrobatics, and sleight of hand. der girl with raven-black hair,
He is a favorite of aspiring young fair features, and a dry wit. donate money and fabulous gifts
to the church . Few of these are

actresses, though his roaming seen by the public, so most sus-

attentions have left many of emples pect some of the adjacent build-
them bitter and jealous . ings might serve as vaults as

Rumors persist that the well as apartments .

playhouse is haunted. Labyrin- Lankhmar's Temple District

thine passages riddle its foun- has a strange but time-hon- Temple of Adjlar : Adjlar is a god

dation, and it is connected to ored tradition. The most popular relatively new to Lankhmar, with

the sewers of Lankhmar Below. religions are granted the largest only a handful of grizzled wor-

and most extravagant temples at shippers led by a warrior/priest-

Himakkos the Playwright: the head of the Street of the ess named Kaniia . She preaches

Himakkos was once an incredibly Gods . At the other extreme, the that Adjlar is a philosopher and

popular playwright . Unfortu- least successful churches make a warrior who delivers profound

nately, one of his most sincere do with shacks, or perhaps only theological statements while

\ ~ works, The Tragical History of a soapbox to preach to their tiny cleaving his enemies in two .

Mollek the Foolish King, congregations-if they have any.

offended the Overlord of In between are those churches Kaniia: Warrior; Level 5;

Lankhmar, who thought the which wax and wane in popular- Social level 6; Alignment CN ;
ity. Temple staff relocate west
title character mocked AC 5 (chain mail) ; Move 12;

him. Himakkos spent into quarters closer to the River HP 37; THACO 16 ; Damage ld8

the next few Hlal when attendance is high, (broad sword) . Ability Scores :

years in then move out and take up resi- Str 16 ; Dex 14 ; Con 13 ; Int 15;

dence towards the east when Wis 17 ; Cha 10 .

64 " The City of Lankhmar

Temple of the Gods of Lankhman Temple of Kos: The building afford such a magnificent struc- . ;,
This is the oldest surviving temple that serves as Kos's temple is ture, however, and lack the nec-
on the continent. This short, plain quite plain, but zealous priests essary funds to maintain it
three-story building of black stone have added painted on icicles properly or attract new wor-
is actually more of a crypt than a and created artificial snowdrifts shippers (or donors) . The
temple . The dreaded Gods of around its base. The temple is temple is essentially an open-air
Lankhmar lie inside . Should some- relatively low on the Street of amphitheater, at the center of
one ring the copper bells atop the the Gods . Its only regular wor- which is a gently sloping cone
belfry, the Gods rise from their shippers are a few immigrants that only vaguely resembles a
tomb to defend Lankhmar. Unfor- from the north . Visiting barbar- spider web. The priests perform
tunately, the Gods do not like to ians might also be found there their rites and services at the
be so disturbed, and exact a ter- during periods of worship . apex of this cone.
rible toll of destruction on the city
for their aid . Some claim that a giant sword Temple of the Rat God: This is
hanging above the temple's main one of the most mobile temples
Temple of Issek: Fafhrd helped altar was once wielded by Kos in the district. Followers of the
bring the church of Issek to himself . No one knows if the leg- Rat God come and go. Atten-
incredible popularity for a time. end is true, but the sword is dance was high just prior to the
Issek's prestige grew so much, in magical . Of course, most who rat plague, then dropped dra-
fact, that the Gods of Lankhmar believe in the legend also matically afterwards . The cur-
became jealous and ransacked the believe that Kos will strike them rent building used by the few
vaguely jug-shaped temple. Many down should they attempt to remaining followers suits the
of its lesser priests and followers steal his sacred blade, so the religion well. It is a round struc-
died in this attack, and Issek has artifact is relatively safe from ture bordered by four low
since lost much popularity. thievery. out-buildings . The entrance has
been reworked to resemble a
Bwadres : Rogue; Level 1 ; Temple of Many Gods: This rat-hole, and the interior has
Social level 2/8; Alignment LG; temple was once an impressive been transformed into a virtual
AC 10; Move 12 ; HP 3; THACO domed structure, though it is warren featuring twisting pas-
20; Damage 0; STR 5; Dex 8; relatively low on the Street of sages, hidden niches, and thou-
Con 4; Int 4/15; Wis 12; Cha 5. the Gods . The dome collapsed
several centuries ago, and the sands of rats .
Bwadres is a fanatic but senile god that was once worshipped
priest of Issek. When Fafhrd here is now forgotten. Now Temple of the Red God: The
joined and sparked new enthusi- street-preachers fight over the Eastern deity, the Red God, is
asm for the religion, Bwadres rubbled floor space, hoping that currently in decline on the Street
seemed to spring to life, becom- curious passersby will hear their of Gods . Still, a few ill-tempered
ing more popular and sharp-wit- message and become converts . priests and fire-mages maintain
ted (hence the dual Social Level services here for their dwindling
and Intelligence scores) . When Temple of Mog : The priests of congregation .
the Gods of Lankhmar wiped out the spider god are few, but
the church, Bwadres disap- fanatical in their servitude . A rumor has recently
peared. It is likely his senility Mog's temple is their greatest circulated among the
has returned if he still lives. In accomplishment, one of the thieves of Lankhmar that
either state, he is a devout wor- largest and most expensive a secret room deep
shipper and a complete pacifist. buildings on the Street of the
Gods . They could not truly within the

temple con-

tains a

The City of Lankhmar 9 65

:'' ~~II~IIII~Inv,yIpIII~iI~yOm+mw~

gem-encrusted altar. If so, the arkets Will the Devourers return to
gems are almost certainly pro- Lankhmar? A few merchants
tected by traps, guardians, Bazaar of the Bizarre : Fafhrd have tried to set up shop in the
and the curse of the Red God and the Gray Mouser were the ruins of the Bazaar, but all have
himself . first to discover that the propri- gone insane . Perhaps some
Temple of Tyaa: This long-aban- etors of this strange shop were essence of the Devourers
doned temple's doors and win- mischievous alien thieves . The remain, for some of the mer-
dows were boarded over Bazaar was open for but a single chants tried to sell handfuls of
centuries ago when the worship of day when the heroes discovered trash before being carted away
Tyaa was banished from the city. its true nature . The Twain pur- by their loved ones .
The ramshackle building stands - chased several magnificent arti- Fasha's Market: Fasha is a
seven stories tall, but ominous facts at low prices they could beloved widow who somehow
bells occupy the top two floors, hardly believe. But eventually runs her market while keeping
the heroes discovered that their watch over her six children . She
along with the vengeful Birds of treasures were really junk clev- sells cheap fruits, vegetables,
- Tyaa and their evil cousins. erly disguised with illusions . meats, clothes, and other useful
When the aliens-called Devour- items from the bottom floor of
Vultures, ravens, and crows ers-fled Fafhrd and the her three-story building. Fasha
occasionally swoop from Mouser's wrath, all of their charges very little and always
the bell-tower and wares turned to trash and offal. gives unsold food to the poor.
attack or defile The Thieves' Guild is even
passersby.

66 e The City of Lankhmar

reluctant to make Fasha pay Spire of Rhan : Rhan was one of Fountain of Dark Abundance:
protection . They demand a the founders of Lankhmar. No one drinks from this strange
single agol once per month, to According to legend, he led the public fountain in the Plaza Dis-
show that everyone in the Ten- city's armies against the savage trict. Its waters run dark purple,
derloin must pay his due. tribesmen who competed for the poisoning most of those who
area . His story is carved onto a drink from it . It is 10 feet in
Plaza of Dark Delights : This massive cone-shaped monument diameter, with twisted statues
plaza is the largest in Lankhmar. 10 stories tall with a base 25 feet of monsters and humans rising
By day, it is filled with mer- across . After Rhan's death, he from its center. Legend has it
chants selling all sorts of mun- was entombed in the Temple that a black wizard cursed the
dane goods . At night, stranger District and became one of the fountain when he was pushed
sellers emerge and erect myste- first Gods of Lankhmar. into its waters by a busy crowd .
rious booths featuring stolen
goods, cursed artifacts, and trea- Rescue Mission: Priestess Shara Shrine of the Black Virgin : By
sures recovered from ancient of the Temple of Ilala maintains day, this life-sized statue of a
ruins. Wizards, thieves, treasure this ramshackle shelter for the forgotten goddess stands with
seekers, and bounty hunters homeless . She is a dedicated its arms beckoning compassion-
seeking stolen goods are the and caring soul who performs ately. At night the statue seems
usual clientele. her duties tirelessly. The mis- to take on a more provocative
sion's greatest obstacle is a gang stance. Whether this is an
Most everyone wears a veil called the Bloody Blades. These actual transformation or merely
when visiting the market at thugs often raid her kitchen and a trick of the light is unknown.
night, for few care to be seen in take her food for themselves .
this swirling den of mystery. The The Great Library: Nobles and
nature of artifacts sold in the Beggars' Alley: The pathetic officials of the Overlord are
plaza at night makes it a danger- wretches that live in this alley allowed to enter this tremen-
ous place. Ghostly spirits, angry are the truly downtrodden of dous archive freely. Other citi-
wizards, and vengeful creatures Lankhmar. Many are insane, and zens must pay a gold rilk . Inside
have come to the market to some are even cursed by super- are books, maps, and charts
recover lost treasures. natural forces . None of the des- collected from all over
perate souls in this alley belong Lankhmar. There is no rhyme or
ther Areas of to the Beggar's Guild . reason to the collection's orga-
Interest nization, so researchers pay
Naph the Beggar: Rogue; scribes by the hour to help find
Park of Pleasure: The Park of Level 1 ; Social level 1 ; whatever they're after. In one of
Pleasure draws its name from Alignment CN; AC 10 ; Move 12; the building's several secret
the lovers that rendezvous HP 3; THACO 20 ; Damage ld3 basements are documents
beneath its wooded fields . More (club) . Ability Scores : Str 9; recording most of the govern-
often, it is used as a "neutral Dex 6; Con 7; Int 11 ; Wis 13; ment's dealings, even those
ground" for thieves, assassins, Cha 3. activities never meant to be
and other criminal elements . known by the public .
Both the Thieves' Guild and the Naph's hygiene is repugnant
Slayers' Brotherhood pay the even to visiting barbarians, but
City Patrol to avoid the park by he somehow manages to keep
night. up with Lankhmar's underworld
affairs .

The City of Lankhmar 9 67


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